CBaseBackpackItem::StopAction
0x005251f0 · 200 bytes · __thiscall
_ZN17CBaseBackpackItem10StopActionEv
Decompiled
undefined (1 param)
/* CBaseBackpackItem::StopAction() */
void __thiscall CBaseBackpackItem::StopAction(CBaseBackpackItem *this)
{
CBaseEdict *this_00;
int iVar1;
CCSPlayer *this_01;
if (this[0x17dc] != (CBaseBackpackItem)0x0) {
if (this[0x6c] == (CBaseBackpackItem)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CBaseBackpackItem)((byte)this[0x70] | 1);
}
this[0x17dc] = (CBaseBackpackItem)0x0;
this_01 = (CCSPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_01 != (CCSPlayer *)0x0) {
CCSPlayer::SetProgressBarTime(this_01,0.0);
CTerrorPlayer::StopUseActions((CTerrorPlayer *)this_01);
(**(code **)(*(int *)this + 0x724))(this,this_01);
if (*(float *)(this + 0x17e8) != -1.0) {
(**(code **)(*(int *)(this + 0x17e0) + 4))(this + 0x17e0,this + 0x17e8);
*(undefined4 *)(this + 0x17e8) = 0xbf800000;
}
}
}
return;
}
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.