L L4D2node

CTerrorPlayer::UpgradedFilter

0x009ad450 · 143 bytes · __cdecl

_ZN13CTerrorPlayer14UpgradedFilterEP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* CTerrorPlayer::UpgradedFilter(CBaseEntity*, CBasePlayer*) */

bool CTerrorPlayer::UpgradedFilter(CBaseEntity *param_1,CBasePlayer *param_2)

{
  char cVar1;
  CBaseUpgradeItem *pCVar2;
  int iVar3;
  
  if (param_2 != (CBasePlayer *)0x0) {
    cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
    if (cVar1 != '\0') goto LAB_009ad471;
  }
  param_2 = (CBasePlayer *)0x0;
LAB_009ad471:
  if (param_1 != (CBaseEntity *)0x0) {
    pCVar2 = (CBaseUpgradeItem *)
             __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBaseUpgradeItem::typeinfo,0);
    if ((pCVar2 != (CBaseUpgradeItem *)0x0) && (param_2 != (CBasePlayer *)0x0)) {
      cVar1 = CBaseUpgradeItem::HasBeenUsedBySurvivor(pCVar2,*(int *)(param_2 + 0x2ba0));
      if (cVar1 == '\0') {
        iVar3 = (**(code **)(*(int *)param_2 + 0x484))(param_2,0);
        return iVar3 != 0;
      }
    }
  }
  return false;
}

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)