CClaw::OnPlayerHit
0x00534de0 · 240 bytes · __thiscall
_ZN5CClaw11OnPlayerHitEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CClaw::OnPlayerHit(CTerrorPlayer*) */
void __thiscall CClaw::OnPlayerHit(CClaw *this,CTerrorPlayer *param_1)
{
char cVar1;
CBaseEntity *this_00;
int iVar2;
this_00 = (CBaseEntity *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
iVar2 = CBaseEntity::GetTeamNumber(this_00);
if (iVar2 == 3) {
iVar2 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
if (iVar2 == 6) {
CBaseEntity::EmitSound(this_00,"ChargerZombie.Smash",0.0,(float *)0x0);
CBaseEntity::EmitSound((CBaseEntity *)param_1,"ChargerZombie.Smash",0.0,(float *)0x0);
goto LAB_00534e45;
}
}
CBaseEntity::EmitSound(this_00,"Claw.HitFlesh",0.0,(float *)0x0);
CBaseEntity::EmitSound((CBaseEntity *)param_1,"Claw.HitFlesh",0.0,(float *)0x0);
LAB_00534e45:
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
cVar1 = IsASurvivorTeam(iVar2);
if (cVar1 == '\0') {
return;
}
CTerrorPlayer::OnHitSurvivorWithClaw();
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.