L L4D2node

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 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)