L L4D2node

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 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)