CTakeDamageInfo::CTakeDamageInfo
0x004c7c20 · 33 bytes · __thiscall
_ZN15CTakeDamageInfoC2EP11CBaseEntityS1_S1_RK6VectorS4_fiiPS2_
Decompiled
undefined (10 params)
/* CTakeDamageInfo::CTakeDamageInfo(CBaseEntity*, CBaseEntity*, CBaseEntity*, Vector const&, Vector
const&, float, int, int, Vector*) */
void __thiscall
CTakeDamageInfo::CTakeDamageInfo
(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 *)(this + 0x30) = 0xffffffff;
*(undefined4 *)(this + 0x34) = 0xffffffff;
*(undefined4 *)(this + 0x38) = 0xffffffff;
Set(this,param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9);
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.