L L4D2node

CBasePlayer::PlayerHoldingEntity

0x009a5ea0 · 110 bytes · __cdecl

_ZN11CBasePlayer19PlayerHoldingEntityEP11CBaseEntity

Decompiled

undefined (1 param)

/* CBasePlayer::PlayerHoldingEntity(CBaseEntity*) */

int * CBasePlayer::PlayerHoldingEntity(CBaseEntity *param_1)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  iVar3 = 0;
  if (*(int *)(gpGlobals + 0x14) < 2) {
    piVar2 = (int *)UTIL_GetLocalPlayer();
    return piVar2;
  }
  while( true ) {
    iVar3 = iVar3 + 1;
    piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
    if ((piVar2 != (int *)0x0) &&
       (cVar1 = (**(code **)(*piVar2 + 0x6f8))(piVar2,param_1), cVar1 != '\0')) break;
    if (*(int *)(gpGlobals + 0x14) <= iVar3) {
      return (int *)0x0;
    }
  }
  return piVar2;
}

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)