L L4D2node

CItemAmmoPack::ShouldStartAction

0x00540090 · 200 bytes · __cdecl

_ZN13CItemAmmoPack17ShouldStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntity

Decompiled

undefined (3 params)

/* CItemAmmoPack::ShouldStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
   CBaseEntity*) */

undefined4 CItemAmmoPack::ShouldStartAction(void)

{
  int iVar1;
  char cVar2;
  CBaseCombatWeapon *this;
  undefined4 uVar3;
  int iVar4;
  int *piVar5;
  int *in_stack_00000010;
  
  cVar2 = (**(code **)(*in_stack_00000010 + 0x16c))(in_stack_00000010);
  if (cVar2 != '\0') {
    cVar2 = (**(code **)(*in_stack_00000010 + 0x16c))(in_stack_00000010);
    piVar5 = (int *)0x0;
    if (cVar2 != '\0') {
      piVar5 = in_stack_00000010;
    }
    this = (CBaseCombatWeapon *)(**(code **)(*piVar5 + 0x484))(piVar5,0);
    if (((this != (CBaseCombatWeapon *)0x0) &&
        (cVar2 = CBaseCombatWeapon::UsesPrimaryAmmo(this), cVar2 != '\0')) &&
       ((cVar2 = (**(code **)(*g_pGameRules + 0x178))
                           (g_pGameRules,piVar5,*(undefined4 *)(this + 0x1418)), cVar2 != '\0' ||
        (iVar1 = *(int *)(this + 0x1420), iVar4 = (**(code **)(*(int *)this + 0x510))(this),
        iVar1 < iVar4)))) {
      uVar3 = CBaseBackpackItem::ShouldStartAction();
      return uVar3;
    }
  }
  return 0;
}

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)