L L4D2node

CBaseUpgradeItem::Use

0x00a081b0 · 535 bytes · __cdecl

_ZN16CBaseUpgradeItem3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CBaseUpgradeItem::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CBaseUpgradeItem::Use(CBaseUpgradeItem *param_1,CTerrorPlayer *param_2)

{
  CBaseUpgradeItem *pCVar1;
  code *pcVar2;
  char cVar3;
  int iVar4;
  int *piVar5;
  undefined4 uVar6;
  undefined1 *puVar7;
  undefined4 uVar8;
  
  if (param_2 != (CTerrorPlayer *)0x0) {
    cVar3 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
    if (cVar3 != '\0') {
      iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2);
      cVar3 = IsASurvivorTeam(iVar4);
      if (cVar3 != '\0') {
        uVar6 = *(undefined4 *)(param_2 + 0x2ba0);
        cVar3 = HasBeenUsedBySurvivor(param_1,uVar6);
        if (cVar3 == '\0') {
          uVar8 = (**(code **)(*(int *)param_1 + 0x3f0))(param_1);
          cVar3 = CTerrorPlayer::AddUpgrade(param_2,uVar8);
          if (cVar3 != '\0') {
            piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                      (gameeventmanager,"upgrade_pack_added",0,0);
            if (piVar5 != (int *)0x0) {
              if (*(int *)(param_1 + 0x30) == 0) {
                iVar4 = 0;
              }
              else {
                iVar4 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
              }
              (**(code **)(*piVar5 + 0x30))(piVar5,"upgradeid",iVar4);
              pcVar2 = *(code **)(*piVar5 + 0x30);
              uVar8 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
              (*pcVar2)(piVar5,"userid",uVar8);
              (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
            }
            cVar3 = (**(code **)(*(int *)param_1 + 0x3f4))(param_1);
            if (cVar3 != '\0') {
              MarkAsUsedBySurvivor(param_1,uVar6);
              pCVar1 = param_1 + 0x144c;
              *(int *)pCVar1 = *(int *)pCVar1 + -1;
              if (*(int *)pCVar1 == 0) {
                VisibilityMonitor_RemoveEntity((CBaseEntity *)param_1);
                UTIL_Remove((CBaseEntity *)param_1);
                return;
              }
            }
          }
        }
        else {
          piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                    (gameeventmanager,"upgrade_item_already_used",0,0);
          if (piVar5 != (int *)0x0) {
            pcVar2 = *(code **)(*piVar5 + 0x30);
            uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
            (*pcVar2)(piVar5,"userid",uVar6);
            puVar7 = &DAT_00d539c2;
            if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
              puVar7 = *(undefined1 **)(param_1 + 0x7c);
            }
            (**(code **)(*piVar5 + 0x3c))(piVar5,"upgradeclass",puVar7);
                    /* WARNING: Could not recover jumptable at 0x00a082aa. 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)