CFirstAidKit::ShouldStartAction
0x00536f00 · 95 bytes · __cdecl
_ZN12CFirstAidKit17ShouldStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CFirstAidKit::ShouldStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
CBaseEntity*) */
undefined4 CFirstAidKit::ShouldStartAction(void)
{
char cVar1;
undefined4 uVar2;
int *in_stack_00000010;
cVar1 = (**(code **)(*in_stack_00000010 + 0x16c))(in_stack_00000010);
if ((cVar1 != '\0') && (in_stack_00000010[0x40] < *(int *)(FirstAidKitMaxHeal._28_4_ + 0x30) + -1)
) {
uVar2 = CBaseBackpackItem::ShouldStartAction();
return uVar2;
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.