CTerrorPlayer::ScriptDropItem
0x00996aa0 · 102 bytes · __thiscall
_ZN13CTerrorPlayer14ScriptDropItemEPKc
Decompiled
undefined (2 params)
/* CTerrorPlayer::ScriptDropItem(char const*) */
void __thiscall CTerrorPlayer::ScriptDropItem(CTerrorPlayer *this,char *param_1)
{
int iVar1;
if (param_1 != (char *)0x0) {
iVar1 = (**(code **)(*(int *)this + 0x648))(this);
if (iVar1 == 0) {
iVar1 = CBaseCombatCharacter::Weapon_OwnsThisType((CBaseCombatCharacter *)this,param_1,0);
if (iVar1 != 0) {
(**(code **)(*(int *)this + 0x470))(this,iVar1,0,0);
return;
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.