CBaseBackpackItem::ActionUpdate
0x00525320 · 106 bytes · __thiscall
_ZN17CBaseBackpackItem12ActionUpdateEi
Decompiled
undefined (2 params)
/* CBaseBackpackItem::ActionUpdate(int) */
void __thiscall CBaseBackpackItem::ActionUpdate(CBaseBackpackItem *this,int param_1)
{
char cVar1;
CTerrorPlayer *this_00;
int iVar2;
this_00 = (CTerrorPlayer *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_00 != (CTerrorPlayer *)0x0) {
cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar1 != '\0') {
iVar2 = CTerrorPlayer::GetEntityIAmPerformingActionOn(this_00);
if (iVar2 != 0) {
cVar1 = (**(code **)(*(int *)this + 0x71c))(this,this_00,iVar2,param_1);
if (cVar1 != '\0') {
return;
}
}
}
}
StopAction(this);
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.