CTeamplayRules::FPlayerCanTakeDamage
0x004d10d0 · 93 bytes · __thiscall
_ZN14CTeamplayRules20FPlayerCanTakeDamageEP11CBasePlayerP11CBaseEntity
Decompiled
undefined (3 params)
/* CTeamplayRules::FPlayerCanTakeDamage(CBasePlayer*, CBaseEntity*) */
undefined4 __thiscall
CTeamplayRules::FPlayerCanTakeDamage(CTeamplayRules *this,CBasePlayer *param_1,CBaseEntity *param_2)
{
int iVar1;
undefined4 uVar2;
if (param_2 != (CBaseEntity *)0x0) {
iVar1 = (**(code **)(*(int *)this + 0x1a4))(this,param_1,param_2);
if (((iVar1 == 1) && (*(int *)(friendlyfire._28_4_ + 0x30) == 0)) &&
(param_2 != (CBaseEntity *)param_1)) {
return 0;
}
}
uVar2 = CMultiplayRules::FPlayerCanTakeDamage((CBasePlayer *)this,(CBaseEntity *)param_1);
return uVar2;
}
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.