L L4D2node

CBaseBackpackItem::GetTargetEntity

0x00524870 · 89 bytes · __thiscall

_ZN17CBaseBackpackItem15GetTargetEntityEP13CTerrorPlayerNS_22BackpackItemActionTypeE

Decompiled

undefined (3 params)

/* CBaseBackpackItem::GetTargetEntity(CTerrorPlayer*, CBaseBackpackItem::BackpackItemActionType) */

void __thiscall CBaseBackpackItem::GetTargetEntity(undefined4 this,int *param_1,int param_3)

{
  if (param_3 == 0) {
    return;
  }
  (**(code **)(*param_1 + 0x6e0))
            (param_1,*(undefined4 *)(player_use_radius._28_4_ + 0x2c),0,
             *(undefined4 *)(z_use_belt_item_tolerance._28_4_ + 0x2c),0,1);
  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)