L L4D2node

CCarriedProp::ShouldStartAction

0x0052f4d0 · 9 bytes · __cdecl

_ZN12CCarriedProp17ShouldStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntity

Decompiled

undefined (3 params)

/* CCarriedProp::ShouldStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
   CBaseEntity*) */

void CCarriedProp::ShouldStartAction(void)

{
  CBaseBackpackItem::ShouldStartAction();
  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)