L L4D2node

CCarriedProp::OnStartAction

0x005307a0 · 53 bytes · __cdecl

_ZN12CCarriedProp13OnStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntityf

Decompiled

undefined (4 params)

/* CCarriedProp::OnStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
   CBaseEntity*, float) */

void CCarriedProp::OnStartAction
               (CBaseEntity *param_1,undefined4 param_2,undefined4 param_3,
               CPointPropUseTarget *param_4)

{
  undefined4 *puVar1;
  
  if (param_4 != (CPointPropUseTarget *)0x0) {
    CPointPropUseTarget::OnUseStarted(param_4,param_1);
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_4 + 0xc))(param_4);
    *(undefined4 *)(param_1 + 0x17f0) = *puVar1;
  }
  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)