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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.