CBaseBackpackItem::ShouldStartAction
0x005248d0 · 184 bytes · __thiscall
_ZN17CBaseBackpackItem17ShouldStartActionENS_22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (4 params)
/* CBaseBackpackItem::ShouldStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
CBaseEntity*) */
uint __thiscall
CBaseBackpackItem::ShouldStartAction
(undefined4 this,undefined4 param_2,CTerrorPlayer *param_3,CBaseEntity *param_4)
{
char cVar1;
int iVar2;
uint uVar3;
iVar2 = CTerrorPlayer::GetCurrentUseAction(param_3);
if (iVar2 != 0) {
return 0;
}
cVar1 = (**(code **)(*(int *)param_4 + 0x16c))(param_4);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_4 + 0x16c))(param_4);
if (cVar1 == '\0') {
param_4 = (CBaseEntity *)0x0;
}
iVar2 = CBaseEntity::GetTeamNumber(param_4);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 == '\0') ||
(uVar3 = (**(code **)(*(int *)param_4 + 0x7e8))(param_4), (char)uVar3 != '\0')) {
return 0;
}
cVar1 = CTerrorPlayer::IsDominatedBySpecialInfected((CTerrorPlayer *)param_4);
if (cVar1 != '\0') {
return uVar3;
}
iVar2 = CTerrorPlayer::GetCurrentUseAction((CTerrorPlayer *)param_4);
if (iVar2 != 0) {
return uVar3;
}
}
uVar3 = CTerrorPlayerAnimState::IsStaggering(*(CTerrorPlayerAnimState **)(param_3 + 0x2910));
return uVar3 ^ 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.