L L4D2node

CPainPills::CanUseOnSelf

0x00552600 · 203 bytes · __thiscall

_ZN10CPainPills12CanUseOnSelfEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CPainPills::CanUseOnSelf(CTerrorPlayer*) */

undefined4 __thiscall CPainPills::CanUseOnSelf(CPainPills *this,CTerrorPlayer *param_1)

{
  int iVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 uVar4;
  longdouble lVar5;
  
  uVar4 = 1;
  iVar1 = *(int *)(param_1 + 0x100);
  lVar5 = (longdouble)(**(code **)(*(int *)param_1 + 0x7e4))(param_1);
  if (*(float *)(PainPillsHealthThreshold._28_4_ + 0x2c) <= (float)lVar5 + (float)iVar1 &&
      (float)lVar5 + (float)iVar1 != *(float *)(PainPillsHealthThreshold._28_4_ + 0x2c)) {
    uVar4 = 0;
    piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"pills_used_fail",0,0);
    if (piVar3 != (int *)0x0) {
      pcVar2 = *(code **)(*piVar3 + 0x30);
      uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
      (*pcVar2)(piVar3,"userid",uVar4);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
      return 0;
    }
  }
  return uVar4;
}

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)