L L4D2node

CPropHealthCabinet::Use

0x004eecf0 · 245 bytes · __cdecl

_ZN18CPropHealthCabinet3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CPropHealthCabinet::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CPropHealthCabinet::Use(CDynamicProp *param_1,CBaseEntity *param_2)

{
  CBaseEdict *this;
  char cVar1;
  int iVar2;
  
  if (param_2 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
    if (cVar1 != '\0') {
      iVar2 = CBaseEntity::GetTeamNumber(param_2);
      cVar1 = IsASurvivorTeam(iVar2);
      if ((cVar1 != '\0') && (param_1[0x15d5] == (CDynamicProp)0x0)) {
        if (param_1[0x6c] == (CDynamicProp)0x0) {
          this = *(CBaseEdict **)(param_1 + 0x30);
          if (this != (CBaseEdict *)0x0) {
            *(uint *)this = *(uint *)this | 0x101;
            iVar2 = CBaseEdict::GetChangeAccessor(this);
            *(undefined2 *)(iVar2 + 2) = 0;
          }
        }
        else {
          param_1[0x70] = (CDynamicProp)((byte)param_1[0x70] | 1);
        }
        param_1[0x15d5] = (CDynamicProp)0x1;
        iVar2 = (**(code **)(*(int *)param_1 + 0x340))(param_1,0x330);
        CDynamicProp::PropSetSequence(param_1,iVar2);
        CBaseEntity::SetCollisionGroup((CBaseEntity *)param_1,4);
        CBaseEntity::EmitSound((CBaseEntity *)param_1,"Doors.Medkit_Cabinet",0.0,(float *)0x0);
        CDirectorItemManager::OnHealthCabinetOpened
                  (*(CDirectorItemManager **)(TheDirector + 0x62c),(CBaseEntity *)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)