CBaseUpgradeItem::GetUseType
0x00a08490 · 81 bytes · __thiscall
_ZN16CBaseUpgradeItem10GetUseTypeEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseUpgradeItem::GetUseType(CBaseEntity*) */
undefined4 __thiscall CBaseUpgradeItem::GetUseType(CBaseUpgradeItem *this,CBaseEntity *param_1)
{
char cVar1;
undefined4 uVar2;
if (param_1 != (CBaseEntity *)0x0) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
cVar1 = HasBeenUsedBySurvivor(this,*(undefined4 *)(param_1 + 0x2ba0));
if (cVar1 != '\0') {
return 0;
}
}
}
uVar2 = CWeaponSpawn::GetUseType((CWeaponSpawn *)this,param_1);
return uVar2;
}
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.