L L4D2node

giveSpecificItem

0x0093b570 · 38 bytes · __cdecl

_ZL16giveSpecificItemRK8CCommand

Decompiled

undefined (1 param)

/* giveSpecificItem(CCommand const&) */

void giveSpecificItem(CCommand *param_1)

{
  undefined4 local_10 [3];
  
  if (*(int *)param_1 != 2) {
    return;
  }
  local_10[0] = *(undefined4 *)(param_1 + 0x40c);
  ForEachSurvivor<GiveItemScan>((GiveItemScan *)local_10);
  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)