L L4D2node

CGasCan::ShouldContinueAction

0x00537d70 · 139 bytes · __thiscall

_ZN7CGasCan20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi

Decompiled

undefined (4 params)

/* CGasCan::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */

undefined4 __thiscall
CGasCan::ShouldContinueAction(CGasCan *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)

{
  code *pcVar1;
  undefined4 uVar2;
  CAI_Concept local_24 [20];
  
  uVar2 = CCarriedProp::ShouldContinueAction((CCarriedProp *)this,param_1,param_2,param_3);
  if ((char)uVar2 == '\0') {
    pcVar1 = *(code **)(*(int *)param_1 + 0x7b4);
    CAI_Concept::CAI_Concept(local_24,"PlayerPourCancelled");
    (*pcVar1)(param_1,local_24,1,0,0,0,0);
  }
  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)