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 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.