L L4D2node

CItemDefibrillator::ShouldContinueAction

0x00541dd0 · 301 bytes · __thiscall

_ZN18CItemDefibrillator20ShouldContinueActionEP13CTerrorPlayerP11CBaseEntityi

Decompiled

undefined (4 params)

/* CItemDefibrillator::ShouldContinueAction(CTerrorPlayer*, CBaseEntity*, int) */

undefined4 __thiscall
CItemDefibrillator::ShouldContinueAction
          (CItemDefibrillator *this,CTerrorPlayer *param_1,CBaseEntity *param_2,int param_3)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  int *piVar4;
  undefined4 uVar5;
  
  uVar2 = CBaseBackpackItem::ShouldContinueAction((CBaseBackpackItem *)this,param_1,param_2,param_3)
  ;
  if (((char)uVar2 == '\0') && (param_2 != (CBaseEntity *)0x0)) {
    iVar3 = __dynamic_cast(param_2,&CBaseEntity::typeinfo,&CSurvivorDeathModel::typeinfo,0);
    if (iVar3 != 0) {
      iVar3 = CTerrorPlayer::GetPlayerByCharacter(*(undefined4 *)(iVar3 + 0x17d8));
      if (iVar3 != 0) {
        piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                  (gameeventmanager,"defibrillator_interrupted",0,0);
        if (piVar4 != (int *)0x0) {
          pcVar1 = *(code **)(*piVar4 + 0x30);
          uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
          (*pcVar1)(piVar4,"userid",uVar5);
          pcVar1 = *(code **)(*piVar4 + 0x30);
          uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(iVar3 + 0x30));
          (*pcVar1)(piVar4,"subject",uVar5);
          (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
        }
      }
    }
  }
  return uVar2;
}

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)