CBaseBackpackItem::ShouldContinueAction
0x00524720 · 199 bytes · __thiscall
_ZN17CBaseBackpackItem20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi
Decompiled
undefined (4 params)
/* CBaseBackpackItem::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */
undefined4 __thiscall
CBaseBackpackItem::ShouldContinueAction
(CBaseBackpackItem *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)
{
char cVar1;
int iVar2;
uint uVar3;
CBaseEntity *this_00;
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
this_00 = (CBaseEntity *)0x0;
if (cVar1 != '\0') {
this_00 = param_2;
}
cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00);
if (cVar1 == '\0') {
return 0;
}
cVar1 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00);
if (cVar1 != '\0') {
return 0;
}
iVar2 = CBaseEntity::GetTeamNumber(this_00);
cVar1 = IsASurvivorTeam(iVar2);
if (cVar1 == '\0') {
return 0;
}
}
uVar3 = (**(code **)(*(int *)this + 0x718))(this,*(undefined4 *)(this + 0x17ec));
if (((param_3 & uVar3) != 0) &&
((cVar1 = (**(code **)(*(int *)param_1 + 0x154))(param_1), cVar1 == '\0' ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1), cVar1 != '\0')))) {
return 1;
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.