L L4D2node

CGasCan::OnStartAction

0x00537be0 · 168 bytes · __thiscall

_ZN7CGasCan13OnStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntityf

Decompiled

undefined (5 params)

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

void __thiscall
CGasCan::OnStartAction
          (CGasCan *this,undefined4 param_2,CBaseEntity *param_3,undefined4 param_4,
          undefined4 param_5)

{
  code *pcVar1;
  CAI_Concept local_24 [20];
  
  CBaseEntity::EmitSound(param_3,"Player.UsingGasCan",0.0,(float *)0x0);
  pcVar1 = *(code **)(*(int *)param_3 + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"PlayerPourStarted");
  (*pcVar1)(param_3,local_24,1,0,0,0,0);
  CCarriedProp::OnStartAction(this,param_2,param_3,param_4,param_5);
  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)