L L4D2node

CBaseUpgradeItem::MarkAsUsedBySurvivor

0x00a08100 · 107 bytes · __thiscall

_ZN16CBaseUpgradeItem20MarkAsUsedBySurvivorE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* CBaseUpgradeItem::MarkAsUsedBySurvivor(SurvivorCharacterType) */

void __thiscall CBaseUpgradeItem::MarkAsUsedBySurvivor(CBaseUpgradeItem *this,uint param_2)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  uint uVar3;
  
  cVar1 = (**(code **)(*(int *)this + 0x3f4))(this);
  if (((cVar1 != '\0') && (param_2 < 4)) &&
     (uVar3 = 1 << ((byte)param_2 & 0x1f) | *(uint *)(this + 0x146c),
     *(uint *)(this + 0x146c) != uVar3)) {
    if (this[0x6c] == (CBaseUpgradeItem)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseUpgradeItem)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x146c) = uVar3;
  }
  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)