L L4D2node

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 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)