L L4D2node

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 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)