L L4D2node

CMultiplayRules::FPlayerCanTakeDamage

0x0046e370 · 10 bytes · __cdecl

_ZN15CMultiplayRules20FPlayerCanTakeDamageEP11CBasePlayerP11CBaseEntity

Decompiled

undefined (2 params)

/* CMultiplayRules::FPlayerCanTakeDamage(CBasePlayer*, CBaseEntity*) */

undefined4 CMultiplayRules::FPlayerCanTakeDamage(CBasePlayer *param_1,CBaseEntity *param_2)

{
  return 1;
}

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)