L L4D2node

CBaseBackpackItem::PrimaryAttack

0x00524ac0 · 160 bytes · __thiscall

_ZN17CBaseBackpackItem13PrimaryAttackEv

Decompiled

undefined (1 param)

/* CBaseBackpackItem::PrimaryAttack() */

void __thiscall CBaseBackpackItem::PrimaryAttack(CBaseBackpackItem *this)

{
  CBaseEdict *this_00;
  char cVar1;
  int *piVar2;
  int iVar3;
  
  piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar2 != (int *)0x0) {
    cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
    if (cVar1 != '\0') {
      cVar1 = CTerrorWeapon::HelpingHandPrimaryAttack((CTerrorWeapon *)this);
      if (cVar1 == '\0') {
        if (piVar2[0xa14] != 1) {
          if ((char)piVar2[0x1b] == '\0') {
            this_00 = (CBaseEdict *)piVar2[0xc];
            if (this_00 != (CBaseEdict *)0x0) {
              *(uint *)this_00 = *(uint *)this_00 | 0x101;
              iVar3 = CBaseEdict::GetChangeAccessor(this_00);
              *(undefined2 *)(iVar3 + 2) = 0;
            }
          }
          else {
            *(byte *)(piVar2 + 0x1c) = *(byte *)(piVar2 + 0x1c) | 1;
          }
          piVar2[0xa14] = 1;
        }
        if (this[0x17dc] == (CBaseBackpackItem)0x0) {
          (**(code **)(*(int *)this + 0x708))(this,0,0);
          return;
        }
      }
    }
  }
  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)