L L4D2node

CTakeDamageInfo::Set

0x004c7b80 · 149 bytes · __thiscall

_ZN15CTakeDamageInfo3SetEP11CBaseEntityS1_S1_RK6VectorS4_fiiPS2_

Decompiled

undefined (10 params)

/* CTakeDamageInfo::Set(CBaseEntity*, CBaseEntity*, CBaseEntity*, Vector const&, Vector const&,
   float, int, int, Vector*) */

void __thiscall
CTakeDamageInfo::Set
          (CTakeDamageInfo *this,CBaseEntity *param_1,CBaseEntity *param_2,CBaseEntity *param_3,
          Vector *param_4,Vector *param_5,float param_6,int param_7,int param_8,Vector *param_9)

{
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_18 = vec3_origin;
  local_14 = DAT_01053d4c;
  local_10 = DAT_01053d50;
  if (param_9 != (Vector *)0x0) {
    local_18 = *(undefined4 *)param_9;
    local_14 = *(undefined4 *)(param_9 + 4);
    local_10 = *(undefined4 *)(param_9 + 8);
  }
  Init(this,param_1,param_2,param_3,param_4,param_5,(Vector *)&local_18,param_6,param_7,param_8);
  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)