L L4D2node

SurvivorGivePillsToFriend::SurvivorGivePillsToFriend

0x00932a20 · 44 bytes · __thiscall

_ZN25SurvivorGivePillsToFriendC1EP13CTerrorPlayer

Decompiled

undefined (2 params)

/* SurvivorGivePillsToFriend::SurvivorGivePillsToFriend(CTerrorPlayer*) */

void __thiscall
SurvivorGivePillsToFriend::SurvivorGivePillsToFriend
          (SurvivorGivePillsToFriend *this,CTerrorPlayer *param_1)

{
  SurvivorUseObject::SurvivorUseObject((SurvivorUseObject *)this,(CBaseEntity *)param_1);
  *(undefined ***)this = &PTR__SurvivorGivePillsToFriend_00d06528;
  *(undefined ***)(this + 4) = &PTR__SurvivorGivePillsToFriend_00d066a4;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)