CTakeDamageInfo::CTakeDamageInfo
0x004c79e0 · 111 bytes · __thiscall
_ZN15CTakeDamageInfoC1EP11CBaseEntityS1_fii
Decompiled
undefined (6 params)
/* CTakeDamageInfo::CTakeDamageInfo(CBaseEntity*, CBaseEntity*, float, int, int) */
void __thiscall
CTakeDamageInfo::CTakeDamageInfo
(CTakeDamageInfo *this,CBaseEntity *param_1,CBaseEntity *param_2,float param_3,int param_4
,int param_5)
{
*(undefined4 *)(this + 0x30) = 0xffffffff;
*(undefined4 *)(this + 0x34) = 0xffffffff;
*(undefined4 *)(this + 0x38) = 0xffffffff;
Init(this,param_1,param_2,(CBaseEntity *)0x0,(Vector *)&vec3_origin,(Vector *)&vec3_origin,
(Vector *)&vec3_origin,param_3,param_4,param_5);
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.