CCarriedProp::ShouldContinueAction
0x00530670 · 124 bytes · __thiscall
_ZN12CCarriedProp20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi
Decompiled
undefined (4 params)
/* CCarriedProp::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */
undefined4 __thiscall
CCarriedProp::ShouldContinueAction
(CCarriedProp *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)
{
uint uVar1;
undefined4 uVar2;
undefined *puVar3;
uVar2 = CBaseBackpackItem::ShouldContinueAction((CBaseBackpackItem *)this,param_1,param_2,param_3)
;
if ((char)uVar2 == '\0') {
uVar1 = *(uint *)(this + 0x17f0);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(*(CPointPropUseTarget **)(puVar3 + 4) != (CPointPropUseTarget *)0x0)) {
CPointPropUseTarget::OnUseCancelled(*(CPointPropUseTarget **)(puVar3 + 4));
return uVar2;
}
}
return uVar2;
}
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.