CBaseBackpackItem::UseAction
0x00524990 · 89 bytes · __thiscall
_ZN17CBaseBackpackItem9UseActionEv
Decompiled
undefined (1 param)
/* CBaseBackpackItem::UseAction() */
undefined4 __thiscall CBaseBackpackItem::UseAction(CBaseBackpackItem *this)
{
char cVar1;
int *piVar2;
undefined4 uVar3;
piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (((piVar2 != (int *)0x0) && (cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2), cVar1 != '\0')) &&
(this[0x17dc] == (CBaseBackpackItem)0x0)) {
uVar3 = (**(code **)(*(int *)this + 0x708))(this,0,2);
return uVar3;
}
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.