L L4D2node

CEnvBeverage::Use

0x0066f160 · 237 bytes · __cdecl

_ZN12CEnvBeverage3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CEnvBeverage::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CEnvBeverage::Use(CBaseEntity *param_1)

{
  CBaseEdict *this;
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (param_1[0x440] != (CBaseEntity)0x0) {
    return;
  }
  if (*(int *)(param_1 + 0x100) < 1) {
    return;
  }
  iVar1 = CBaseEntity::Create("item_sodacan",(Vector *)(param_1 + 0x39c),(QAngle *)(param_1 + 0x3a8)
                              ,param_1);
  iVar3 = *(int *)(param_1 + 0x444);
  if (iVar3 == 6) {
    iVar3 = (**(code **)(*random_valve + 8))(random_valve,0,5);
    if (iVar3 == *(int *)(iVar1 + 0x458)) goto LAB_0066f1e7;
  }
  else if (iVar3 == *(int *)(iVar1 + 0x458)) goto LAB_0066f1e7;
  if (*(char *)(iVar1 + 0x6c) == '\0') {
    this = *(CBaseEdict **)(iVar1 + 0x30);
    if (this != (CBaseEdict *)0x0) {
      *(uint *)this = *(uint *)this | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(this);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
  }
  else {
    *(byte *)(iVar1 + 0x70) = *(byte *)(iVar1 + 0x70) | 1;
  }
  *(int *)(iVar1 + 0x458) = iVar3;
LAB_0066f1e7:
  iVar3 = *(int *)(param_1 + 0x100);
  param_1[0x440] = (CBaseEntity)0x1;
  (**(code **)(*(int *)param_1 + 0x214))(param_1,param_1 + 0x100);
  *(int *)(param_1 + 0x100) = iVar3 + -1;
  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)