L L4D2node

CTerrorPlayer::PickupObject

0x00998420 · 497 bytes · __thiscall

_ZN13CTerrorPlayer12PickupObjectEP11CBaseEntityb

Decompiled

undefined (3 params)

/* CTerrorPlayer::PickupObject(CBaseEntity*, bool) */

void __thiscall CTerrorPlayer::PickupObject(CTerrorPlayer *this,CBaseEntity *param_1,bool param_2)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  int iVar4;
  CBaseEntity *pCVar5;
  char *pcVar6;
  undefined4 *puVar7;
  char *local_20;
  
  puVar7 = (undefined4 *)&stack0xffffffb4;
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar1 = IsASurvivorTeam(iVar2);
  if (cVar1 == '\0') {
    return;
  }
  if (param_1 == (CBaseEntity *)0x0) {
    *(undefined4 *)(this + 0x2bb0) = 0xffffffff;
  }
  else {
    puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))();
    *(undefined4 *)(this + 0x2bb0) = *puVar3;
  }
  pcVar6 = *(char **)(param_1 + 0x7c);
  if (pcVar6 == (char *)0x0) {
    pcVar6 = "";
LAB_00998473:
    iVar2 = _V_stricmp(pcVar6,"prop_physics");
    if (iVar2 != 0) goto LAB_00998487;
  }
  else if (pcVar6 != "prop_physics") goto LAB_00998473;
  (**(code **)(*(int *)param_1 + 0x20))();
  puVar7 = (undefined4 *)&stack0xffffffb0;
  if (local_20 == (char *)0x0) {
    local_20 = "";
  }
  iVar2 = 0;
  do {
    iVar4 = CTerrorWeaponInfo::GetWeaponInfo();
    if ((iVar4 != 0) &&
       (((char *)(iVar4 + 0xf6) == local_20 ||
        (iVar4 = _V_stricmp((char *)(iVar4 + 0xf6),local_20), iVar4 == 0)))) {
      iVar2 = (**(code **)(*(int *)this + 0x6c0))();
      if (iVar2 == 0) {
        return;
      }
      UTIL_Remove(param_1);
      return;
    }
    iVar2 = iVar2 + 1;
  } while (iVar2 != 0x38);
LAB_00998487:
  puVar7[2] = param_1;
  puVar7[1] = this;
  *puVar7 = *(undefined4 *)(TheDirector + 0x648);
  puVar7[-1] = 0x9984a2;
  cVar1 = CDirectorChallengeMode::CanPickupObject
                    ((CDirectorChallengeMode *)*puVar7,(CTerrorPlayer *)puVar7[1],
                     (CBaseEntity *)puVar7[2]);
  if (cVar1 != '\0') {
    *puVar7 = this;
    puVar7[-1] = 0x998598;
    pCVar5 = (CBaseEntity *)CBaseEntity::GetGroundEntity((CBaseEntity *)*puVar7);
    if (param_1 != pCVar5) {
      *puVar7 = this;
      puVar7[-1] = 0x9985a8;
      iVar2 = CBaseEntity::GetGroundEntity((CBaseEntity *)*puVar7);
      if (iVar2 != 0) {
        if (param_2) {
          puVar7[2] = 0x43000000;
          puVar7[1] = 0x420c0000;
          *puVar7 = param_1;
          puVar7[-1] = 0x9985ce;
          cVar1 = CBasePlayer::CanPickupObject
                            ((CBaseEntity *)*puVar7,(float)puVar7[1],(float)puVar7[2]);
          if (cVar1 == '\0') {
            return;
          }
        }
        *puVar7 = param_1;
        puVar7[-1] = 0x9985de;
        cVar1 = CBaseEntity::HasNPCsOnIt((CBaseEntity *)*puVar7);
        if (cVar1 == '\0') {
          puVar7[3] = 0;
          puVar7[2] = &CWeaponCSBase::typeinfo;
          puVar7[1] = &CBaseEntity::typeinfo;
          *puVar7 = param_1;
          puVar7[-1] = 0x998606;
          iVar2 = __dynamic_cast();
          if (iVar2 == 0) {
            PlayerPickupObject((CBasePlayer *)this,param_1);
            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)