L L4D2node

CTerrorPlayer::DropWeaponInSlot

0x00995c50 · 78 bytes · __thiscall

_ZN13CTerrorPlayer16DropWeaponInSlotEi

Decompiled

undefined (2 params)

/* CTerrorPlayer::DropWeaponInSlot(int) */

undefined4 __thiscall CTerrorPlayer::DropWeaponInSlot(CTerrorPlayer *this,int param_1)

{
  CBaseCombatWeapon *pCVar1;
  undefined4 uVar2;
  
  pCVar1 = (CBaseCombatWeapon *)(**(code **)(*(int *)this + 0x484))(this,param_1);
  uVar2 = 0;
  if (pCVar1 != (CBaseCombatWeapon *)0x0) {
    uVar2 = CCSPlayer::CSWeaponDrop((CCSPlayer *)this,pCVar1,false,false,(Vector *)0x0);
  }
  return uVar2;
}

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)