L L4D2node

CTerrorPlayer::OnUseEntity

0x00996eb0 · 304 bytes · __cdecl

_ZN13CTerrorPlayer11OnUseEntityEP11CBaseEntity8USE_TYPE

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnUseEntity(CBaseEntity*, USE_TYPE) */

void CTerrorPlayer::OnUseEntity(CBaseEntity *param_1,int *param_2)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  int *piVar5;
  undefined4 uVar6;
  
  if (param_2 != (int *)0x0) {
    iVar3 = CBaseEntity::GetTeamNumber(param_1);
    cVar2 = IsASurvivorTeam(iVar3);
    if (cVar2 != '\0') {
      pCVar4 = (CBaseEntity *)TheTutor();
      piVar5 = param_2;
      Tutor::OnUseEntity(pCVar4);
      cVar2 = (**(code **)(*param_2 + 0x16c))(param_2,piVar5);
      if (cVar2 == '\0') {
        iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_1);
        if (((iVar3 == 0) || (*(char *)(iVar3 + 0x1459) == '\0')) &&
           (param_1[0x33bd] == (CBaseEntity)0x0)) {
          (**(code **)(*(int *)param_1 + 0x7fc))(param_1,0x40,0);
          piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_use",0,0)
          ;
          if (piVar5 != (int *)0x0) {
            pcVar1 = *(code **)(*piVar5 + 0x30);
            uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
            (*pcVar1)(piVar5,"userid",uVar6);
            if (param_2[0xc] == 0) {
              iVar3 = 0;
            }
            else {
              iVar3 = param_2[0xc] - *(int *)(gpGlobals + 0x58) >> 4;
            }
            (**(code **)(*piVar5 + 0x30))(piVar5,"targetid",iVar3);
                    /* WARNING: Could not recover jumptable at 0x00996fdb. Too many branches */
                    /* WARNING: Treating indirect jump as call */
            (**(code **)(*gameeventmanager + 0x20))();
            return;
          }
        }
      }
    }
  }
  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)