L L4D2node

SurvivorGiveItem::Update

0x00930ef0 · 116 bytes · __thiscall

_ZN16SurvivorGiveItem6UpdateEP11SurvivorBotf

Decompiled

undefined (3 params)

/* SurvivorGiveItem::Update(SurvivorBot*, float) */

SurvivorGiveItem * __thiscall
SurvivorGiveItem::Update(SurvivorGiveItem *this,SurvivorBot *param_1,float param_2)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 < *(float *)(param_1 + 0x44)) {
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
    *(undefined4 *)(this + 8) = 0;
    return this;
  }
  ThrowItem((SurvivorGiveItem *)param_1,(SurvivorBot *)param_2);
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)