L L4D2node

CMultiplayRules::Damage_ShouldGibCorpse

0x0046e0b0 · 25 bytes · __thiscall

_ZN15CMultiplayRules22Damage_ShouldGibCorpseEi

Decompiled

undefined (2 params)

/* CMultiplayRules::Damage_ShouldGibCorpse(int) */

bool __thiscall CMultiplayRules::Damage_ShouldGibCorpse(CMultiplayRules *this,int param_1)

{
  uint uVar1;
  
  uVar1 = (**(code **)(*(int *)this + 0x5c))(this);
  return (param_1 & uVar1) != 0;
}

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)