L L4D2node

CCarriedProp::StartAction

0x0052f580 · 82 bytes · __thiscall

_ZN12CCarriedProp11StartActionEN17CBaseBackpackItem22BackpackItemActionTypeENS0_25BackpackItemActionTriggerE

Decompiled

undefined (3 params)

/* CCarriedProp::StartAction(CBaseBackpackItem::BackpackItemActionType,
   CBaseBackpackItem::BackpackItemActionTrigger) */

undefined4 __thiscall CCarriedProp::StartAction(CCarriedProp *this,int param_2,int param_3)

{
  undefined4 uVar1;
  
  uVar1 = CBaseBackpackItem::StartAction(this,param_2,param_3);
  if ((((char)uVar1 != '\x01') && (param_2 == 0)) && (uVar1 = 0, param_3 != 2)) {
    (**(code **)(*(int *)this + 0x734))(this,1);
    uVar1 = 1;
  }
  return uVar1;
}

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)