L L4D2node

NextBotPlayer<CTerrorPlayer>::Weapon_Drop

0x00949bb0 · 73 bytes · __thiscall

_ZN13NextBotPlayerI13CTerrorPlayerE11Weapon_DropEP17CBaseCombatWeaponPK6VectorS6_

Decompiled

undefined (4 params)

/* NextBotPlayer<CTerrorPlayer>::Weapon_Drop(CBaseCombatWeapon*, Vector const*, Vector const*) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::Weapon_Drop
          (NextBotPlayer<CTerrorPlayer> *this,CBaseCombatWeapon *param_1,Vector *param_2,
          Vector *param_3)

{
  (**(code **)(*(int *)(this + 0x4028) + 0x70))(this + 0x4028,param_1);
  CTerrorPlayer::Weapon_Drop((CTerrorPlayer *)this,param_1,param_2,param_3);
  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)