L L4D2node

CBaseBackpackItem::StartAction

0x00524b70 · 482 bytes · __cdecl

_ZN17CBaseBackpackItem11StartActionENS_22BackpackItemActionTypeENS_25BackpackItemActionTriggerE

Decompiled

undefined (2 params)

/* CBaseBackpackItem::StartAction(CBaseBackpackItem::BackpackItemActionType,
   CBaseBackpackItem::BackpackItemActionTrigger) */

char CBaseBackpackItem::StartAction(CTerrorWeapon *param_1,undefined4 param_2)

{
  CBaseEdict *this;
  char cVar1;
  char cVar2;
  CTerrorPlayer *this_00;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  longdouble lVar6;
  float local_20;
  
  this_00 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner(param_1);
  if (this_00 != (CTerrorPlayer *)0x0) {
    iVar3 = (**(code **)(*(int *)param_1 + 0x700))(param_1,this_00,param_2);
    if (iVar3 != 0) {
      cVar1 = (**(code **)(*(int *)param_1 + 0x704))(param_1,param_2,this_00,iVar3);
      if (cVar1 != '\0') {
        if (param_1[0x17dc] != (CTerrorWeapon)0x1) {
          if (param_1[0x6c] == (CTerrorWeapon)0x0) {
            this = *(CBaseEdict **)(param_1 + 0x30);
            if (this != (CBaseEdict *)0x0) {
              *(uint *)this = *(uint *)this | 0x101;
              iVar4 = CBaseEdict::GetChangeAccessor(this);
              *(undefined2 *)(iVar4 + 2) = 0;
            }
          }
          else {
            param_1[0x70] = (CTerrorWeapon)((byte)param_1[0x70] | 1);
          }
          param_1[0x17dc] = (CTerrorWeapon)0x1;
        }
        lVar6 = (longdouble)(**(code **)(*(int *)param_1 + 0x710))(param_1);
        local_20 = (float)lVar6;
        cVar2 = CTerrorPlayer::IsAdrenalineActive(this_00);
        if (cVar2 != '\0') {
          local_20 = local_20 * *(float *)(adrenaline_backpack_speedup._28_4_ + 0x2c);
        }
        lVar6 = (longdouble)CountdownTimer::Now();
        if ((float)lVar6 + local_20 != *(float *)(param_1 + 0x17e8)) {
          (**(code **)(*(int *)(param_1 + 0x17e0) + 4))(param_1 + 0x17e0,param_1 + 0x17e8);
          *(float *)(param_1 + 0x17e8) = (float)lVar6 + local_20;
        }
        if (local_20 != *(float *)(param_1 + 0x17e4)) {
          (**(code **)(*(int *)(param_1 + 0x17e0) + 4))(param_1 + 0x17e0,param_1 + 0x17e4);
          *(float *)(param_1 + 0x17e4) = local_20;
        }
        uVar5 = (**(code **)(*(int *)param_1 + 0x714))(param_1);
        CTerrorPlayer::StartUseAction(this_00,uVar5,iVar3,local_20,1);
        *(undefined4 *)(param_1 + 0x17ec) = param_2;
        (**(code **)(*(int *)param_1 + 0x70c))(param_1,param_2,this_00,iVar3,local_20);
        return cVar1;
      }
    }
  }
  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)