L L4D2node

CBaseBeltItem::ItemPostFrame

0x00525af0 · 320 bytes · __thiscall

_ZN13CBaseBeltItem13ItemPostFrameEv

Decompiled

undefined (1 param)

/* CBaseBeltItem::ItemPostFrame() */

void __thiscall CBaseBeltItem::ItemPostFrame(CBaseBeltItem *this)

{
  int iVar1;
  char cVar2;
  int *piVar3;
  CBaseEntity *this_00;
  int iVar4;
  longdouble lVar5;
  
  piVar3 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
  if (piVar3 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
    if (cVar2 != '\0') {
      iVar1 = piVar3[0x72c];
      CTerrorWeapon::ItemPostFrame((CTerrorWeapon *)this);
      if (0.0 < *(float *)(this + 0x17e4)) {
        lVar5 = (longdouble)CountdownTimer::Now();
        if (*(float *)(this + 0x17e4) <= (float)lVar5) {
          this_00 = (CBaseEntity *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
          if (this_00 != (CBaseEntity *)0x0) {
            cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
            if (cVar2 != '\0') {
              iVar4 = CBaseEntity::GetTeamNumber(this_00);
              cVar2 = IsASurvivorTeam(iVar4);
              if (cVar2 != '\0') {
                cVar2 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00);
                if (cVar2 == '\0') {
                  cVar2 = (**(code **)(*(int *)this_00 + 300))(this_00);
                  if (cVar2 != '\0') {
                    (**(code **)(*(int *)this + 0x70c))(this,this_00);
                    *(int *)(this_00 + 0x1cb0) = iVar1;
                    (**(code **)(*(int *)this_00 + 0x470))(this_00,this,0,0);
                    UTIL_Remove((CBaseEntity *)this);
                    return;
                  }
                }
              }
            }
          }
          if (*(float *)(this + 0x17e4) != -1.0) {
            (**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e4);
            *(undefined4 *)(this + 0x17e4) = 0xbf800000;
          }
        }
      }
    }
  }
  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)