L L4D2node

CBaseUpgradeItem::HasBeenUsedBySurvivor

0x00a08170 · 59 bytes · __thiscall

_ZNK16CBaseUpgradeItem21HasBeenUsedBySurvivorE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* CBaseUpgradeItem::HasBeenUsedBySurvivor(SurvivorCharacterType) const */

undefined4 __thiscall CBaseUpgradeItem::HasBeenUsedBySurvivor(CBaseUpgradeItem *this,uint param_2)

{
  undefined4 uVar1;
  uint uVar2;
  
  uVar1 = (**(code **)(*(int *)this + 0x3f4))(this);
  if (((char)uVar1 != '\0') && (uVar1 = 0, param_2 < 4)) {
    uVar2 = 1 << ((byte)param_2 & 0x1f);
    uVar1 = CONCAT31((int3)(uVar2 >> 8),0 < (int)(*(uint *)(this + 0x146c) & uVar2));
  }
  return uVar1;
}

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)