L L4D2node

SurvivorCheckpointReached::ShouldPickUp

0x009170d0 · 53 bytes · __thiscall

_ZNK25SurvivorCheckpointReached12ShouldPickUpEPK8INextBotP11CBaseEntity

Decompiled

undefined (3 params)

/* SurvivorCheckpointReached::ShouldPickUp(INextBot const*, CBaseEntity*) const */

undefined4 __thiscall
SurvivorCheckpointReached::ShouldPickUp
          (SurvivorCheckpointReached *this,INextBot *param_1,CBaseEntity *param_2)

{
  char cVar1;
  
  if (param_2 == (CBaseEntity *)0x0) {
    return 1;
  }
  if ((*(char **)(param_2 + 0x7c) != "weapon_first_aid_kit*") &&
     (cVar1 = CBaseEntity::ClassMatchesComplex(param_2,"weapon_first_aid_kit*"), cVar1 == '\0')) {
    return 1;
  }
  return 0;
}

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)