L L4D2node

CTerrorWeapon::HasBeenPreviouslyHit

0x0056e600 · 132 bytes · __thiscall

_ZNK13CTerrorWeapon20HasBeenPreviouslyHitEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTerrorWeapon::HasBeenPreviouslyHit(CBaseEntity*) const */

undefined4 __thiscall CTerrorWeapon::HasBeenPreviouslyHit(CTerrorWeapon *this,CBaseEntity *param_1)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (0 < *(int *)(this + 0x1788)) {
    iVar2 = 0;
    do {
      uVar1 = *(uint *)(this + iVar2 * 4 + 0x1588);
      if (((uVar1 == 0xffffffff) ||
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
        if (param_1 == (CBaseEntity *)0x0) {
          return 1;
        }
      }
      else if (param_1 == *(CBaseEntity **)(puVar3 + 4)) {
        return 1;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != *(int *)(this + 0x1788));
  }
  return 0;
}

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)