L L4D2node

CItem_Adrenaline::CompleteUse

0x0053f5e0 · 372 bytes · __thiscall

_ZN16CItem_Adrenaline11CompleteUseEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CItem_Adrenaline::CompleteUse(CTerrorPlayer*) */

void __thiscall CItem_Adrenaline::CompleteUse(CItem_Adrenaline *this,CTerrorPlayer *param_1)

{
  CEventLog *this_00;
  undefined4 uVar1;
  int iVar2;
  int *piVar3;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  CTerrorPlayer::OnAdrenalineUsed(param_1,*(float *)(adrenaline_duration._28_4_ + 0x2c));
  this_00 = (CEventLog *)TheLog();
  uVar1 = CEventLog::FormatPlayer(this_00,(CBaseEntity *)param_1);
  CFmtStrN<256>::CFmtStrN(local_11c,"%s used adrenaline\n",uVar1);
  UTIL_LogPrintf("%s",local_117);
  DevMsg(2,"%s",local_117);
  iVar2 = (**(code **)(*(int *)param_1 + 0x1fc))(param_1);
  CTerrorPlayer::AddHealthBuffer
            (param_1,*(float *)(adrenaline_health_buffer._28_4_ + 0x2c),(float)iVar2);
  CBasePlayer::RumbleEffect((CBasePlayer *)param_1,'+','\0','\x04');
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"adrenaline_used",0,0);
  if (piVar3 != (int *)0x0) {
    uVar1 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
    (**(code **)(*piVar3 + 0x30))(piVar3,"userid",uVar1);
    (**(code **)(*piVar3 + 0x30))(piVar3,"subject",uVar1);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)