CGasCan::ShouldStartAction
0x00537e00 · 229 bytes · __thiscall
_ZN7CGasCan17ShouldStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (4 params)
/* CGasCan::ShouldStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
CBaseEntity*) */
undefined4 __thiscall
CGasCan::ShouldStartAction
(CGasCan *this,undefined4 param_2,CTerrorPlayer *param_3,CPointPropUseTarget *param_4)
{
code *pcVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
CGasCan *pCVar5;
int *piVar6;
if (param_4 != (CPointPropUseTarget *)0x0) {
cVar2 = CPointPropUseTarget::CanUse(param_4);
if (cVar2 == '\0') {
pCVar5 = (CGasCan *)CPointPropUseTarget::GetUseActionOwner(param_4);
if (pCVar5 != this) {
piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"gascan_pour_blocked",0,0);
if (piVar6 != (int *)0x0) {
pcVar1 = *(code **)(*piVar6 + 0x30);
uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_3 + 0x30));
(*pcVar1)(piVar6,"userid",uVar4);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
}
goto LAB_00537e34;
}
}
}
iVar3 = CTerrorPlayer::GetCurrentUseAction(param_3);
if (iVar3 == 0) {
uVar4 = CCarriedProp::ShouldStartAction();
return uVar4;
}
LAB_00537e34:
this[0x1800] = (CGasCan)0x1;
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.