L L4D2node

CTerrorPlayer::IsHoldingEntity

0x00996650 · 86 bytes · __thiscall

_ZN13CTerrorPlayer15IsHoldingEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsHoldingEntity(CBaseEntity*) */

void __thiscall CTerrorPlayer::IsHoldingEntity(CTerrorPlayer *this,CBaseEntity *param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 0x1d14);
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    PlayerPickupControllerIsHoldingEntity(*(CBaseEntity **)(puVar2 + 4),param_1);
    return;
  }
  PlayerPickupControllerIsHoldingEntity((CBaseEntity *)0x0,param_1);
  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)