L L4D2node

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 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)