L L4D2node

CBaseBackpackItem::GetActionButtonMask

0x005246f0 · 21 bytes · __thiscall

_ZN17CBaseBackpackItem19GetActionButtonMaskENS_22BackpackItemActionTypeE

Decompiled

undefined (2 params)

/* CBaseBackpackItem::GetActionButtonMask(CBaseBackpackItem::BackpackItemActionType) */

int __thiscall CBaseBackpackItem::GetActionButtonMask(undefined4 this,int param_2)

{
  return (-(uint)(param_2 == 0) & 0xfffff801) + 0x800;
}

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)