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 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.