L L4D2node

CBaseBackpackItem::SecondaryAttack

0x00524d70 · 184 bytes · __thiscall

_ZN17CBaseBackpackItem15SecondaryAttackEv

Decompiled

undefined (1 param)

/* CBaseBackpackItem::SecondaryAttack() */

void __thiscall CBaseBackpackItem::SecondaryAttack(CBaseBackpackItem *this)

{
  CBaseEdict *this_00;
  char cVar1;
  CTerrorPlayer *this_01;
  int iVar2;
  
  this_01 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (((this_01 != (CTerrorPlayer *)0x0) &&
      (cVar1 = (**(code **)(*(int *)this_01 + 0x16c))(this_01), cVar1 != '\0')) &&
     (this[0x17dc] == (CBaseBackpackItem)0x0)) {
    cVar1 = CTerrorPlayer::IsInCombat(this_01,false);
    if ((cVar1 == '\0') && (cVar1 = (**(code **)(*(int *)this + 0x708))(this,1,1), cVar1 != '\0')) {
      if (*(float *)(this + 0x1400) == 0.0) {
        return;
      }
      if (this[0x6c] == (CBaseBackpackItem)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseBackpackItem)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x1400) = 0;
      return;
    }
    CTerrorWeapon::SecondaryAttack((CTerrorWeapon *)this);
    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)