L L4D2node

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 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)