L L4D2node

CBaseBeltItem::OnHit

0x00525c40 · 114 bytes · __thiscall

_ZN13CBaseBeltItem5OnHitER10CGameTraceRK6Vectorb

Decompiled

undefined (4 params)

/* CBaseBeltItem::OnHit(CGameTrace&, Vector const&, bool) */

undefined4 __thiscall
CBaseBeltItem::OnHit(CBaseBeltItem *this,CGameTrace *param_1,Vector *param_2,bool param_3)

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  
  piVar1 = *(int **)(param_1 + 0x4c);
  if (piVar1 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
    if (cVar2 != '\0') {
      iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(param_1 + 0x4c));
      cVar2 = IsASurvivorTeam(iVar4);
      if (cVar2 != '\0') {
        return 0;
      }
    }
  }
  uVar3 = CTerrorWeapon::OnHit((CTerrorWeapon *)this,param_1,param_2,param_3);
  return uVar3;
}

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)