CItemDefibrillator::ShouldStartAction
0x00541c60 · 359 bytes · __thiscall
_ZN18CItemDefibrillator17ShouldStartActionEN17CBaseBackpackItem22BackpackItemActionTypeEP13CTerrorPlayerP11CBaseEntity
Decompiled
undefined (4 params)
/* CItemDefibrillator::ShouldStartAction(CBaseBackpackItem::BackpackItemActionType, CTerrorPlayer*,
CBaseEntity*) */
undefined4 __thiscall
CItemDefibrillator::ShouldStartAction(CItemDefibrillator *this,int param_2,int param_3,int *param_4)
{
code *pcVar1;
char cVar2;
int iVar3;
int *piVar4;
undefined4 uVar5;
int *piVar6;
cVar2 = (**(code **)(*param_4 + 0x16c))(param_4);
if ((cVar2 == '\0') || (param_2 == 1)) {
iVar3 = __dynamic_cast(param_4,&CBaseEntity::typeinfo,&CSurvivorDeathModel::typeinfo,0);
if (iVar3 != 0) {
uVar5 = CBaseBackpackItem::ShouldStartAction();
return uVar5;
}
}
else if (*(float *)(this + 0x17f8) <= *(float *)(gpGlobals + 0xc) &&
*(float *)(gpGlobals + 0xc) != *(float *)(this + 0x17f8)) {
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"defibrillator_used_fail",0,0);
if (piVar4 != (int *)0x0) {
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_3 + 0x30));
(*pcVar1)(piVar4,"userid",uVar5);
pcVar1 = *(code **)(*piVar4 + 0x30);
cVar2 = (**(code **)(*param_4 + 0x16c))(param_4);
piVar6 = (int *)0x0;
if (cVar2 != '\0') {
piVar6 = param_4;
}
uVar5 = (**(code **)(*engine + 0x40))(engine,piVar6[0xc]);
(*pcVar1)(piVar4,"subject",uVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
*(float *)(this + 0x17f8) = *(float *)(gpGlobals + 0xc) + 5.0;
return 0;
}
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.