L L4D2node

CItemAmmoPack::OnStartAction

0x0053fa00 · 522 bytes · __cdecl

_ZN13CItemAmmoPack13OnStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntityf

Decompiled

undefined (4 params)

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

void CItemAmmoPack::OnStartAction(undefined4 param_1,int param_2,CBaseEntity *param_3,int *param_4)

{
  code *pcVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  CAI_Concept local_24 [20];
  
  if ((param_4 == (int *)0x0) || (cVar2 = (**(code **)(*param_4 + 0x16c))(param_4), cVar2 == '\0'))
  {
    param_4 = (int *)0x0;
  }
  CBaseEntity::EmitSound(param_3,"Player.AmmoPackUse",0.0,(float *)0x0);
  if (param_2 == 0) {
    if (param_3[0x39e4] != (CBaseEntity)0x0) {
      pcVar1 = *(code **)(*(int *)param_3 + 0x7b4);
      CAI_Concept::CAI_Concept(local_24,"PlayerGivingSelfAmmo");
      (*pcVar1)(param_3,local_24,1,0,0,0,0);
    }
  }
  else {
    pcVar1 = *(code **)(*(int *)param_3 + 0x7b4);
    CAI_Concept::CAI_Concept(local_24,"PlayerGivingAmmo");
    (*pcVar1)(param_3,local_24,1,0,0,0,0);
    pcVar1 = *(code **)(*param_4 + 0x7b4);
    CAI_Concept::CAI_Concept(local_24,"PlayerGettingAmmo");
    (*pcVar1)(param_4,local_24,1,0,0,0,0);
  }
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"heal_begin",0,0);
  if (piVar3 != (int *)0x0) {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_3 + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,param_4[0xc]);
    (*pcVar1)(piVar3,"subject",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  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)