L L4D2node

CForgetfulAwardTemplate::DoesOwnerHaveHealthItem

0x0084f720 · 43 bytes · __thiscall

_ZN23CForgetfulAwardTemplate23DoesOwnerHaveHealthItemEv

Decompiled

undefined (1 param)

/* CForgetfulAwardTemplate::DoesOwnerHaveHealthItem() */

undefined4 __thiscall
CForgetfulAwardTemplate::DoesOwnerHaveHealthItem(CForgetfulAwardTemplate *this)

{
  CTerrorPlayer *pCVar1;
  undefined4 uVar2;
  
  pCVar1 = (CTerrorPlayer *)CAwardTemplate::GetOwner((CAwardTemplate *)this);
  uVar2 = 0;
  if (pCVar1 != (CTerrorPlayer *)0x0) {
    uVar2 = CTerrorPlayer::OwnsWeaponOfType(pCVar1,8);
  }
  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)