L L4D2node

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 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)