L L4D2node

CGasCan::ItemPostFrame

0x00537a90 · 108 bytes · __thiscall

_ZN7CGasCan13ItemPostFrameEv

Decompiled

undefined (1 param)

/* CGasCan::ItemPostFrame() */

void __thiscall CGasCan::ItemPostFrame(CGasCan *this)

{
  char cVar1;
  int *piVar2;
  
  cVar1 = CTerrorGameRules::IsScavengeMode();
  if ((cVar1 != '\0') && (1.0 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x1820))) {
    piVar2 = (int *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x850))(piVar2,0x43070000);
    }
    *(undefined4 *)(this + 0x1820) = *(undefined4 *)(gpGlobals + 0xc);
  }
  CBaseBackpackItem::ItemPostFrame((CBaseBackpackItem *)this);
  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)