L L4D2node

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 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)