L L4D2node

CBaseGameStats::Event_WeaponHit

0x004621f0 · 105 bytes · __thiscall

_ZN14CBaseGameStats15Event_WeaponHitEP11CBasePlayerbPKcRK15CTakeDamageInfo

Decompiled

undefined (5 params)

/* CBaseGameStats::Event_WeaponHit(CBasePlayer*, bool, char const*, CTakeDamageInfo const&) */

void __thiscall
CBaseGameStats::Event_WeaponHit
          (CBaseGameStats *this,CBasePlayer *param_1,bool param_2,char *param_3,
          CTakeDamageInfo *param_4)

{
  float fVar1;
  undefined4 uVar2;
  char *pcVar3;
  
  pcVar3 = "primary";
  fVar1 = *(float *)(param_4 + 0x3c);
  if (!param_2) {
    pcVar3 = "secondary";
  }
  uVar2 = (**(code **)(*(int *)param_1 + 0xb8))(param_1);
  StatsLog(this,"CBaseGameStats::Event_WeaponHit [%s] %s weapon [%s] damage [%f]\n",uVar2,pcVar3,
           param_3,(double)fVar1);
  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)