CTerrorWeapon::MarkAsHit
0x0056e690 · 76 bytes · __thiscall
_ZN13CTerrorWeapon9MarkAsHitEP11CBaseEntity
Decompiled
undefined (2 params)
/* CTerrorWeapon::MarkAsHit(CBaseEntity*) */
void __thiscall CTerrorWeapon::MarkAsHit(CTerrorWeapon *this,CBaseEntity *param_1)
{
int iVar1;
undefined4 *puVar2;
iVar1 = *(int *)(this + 0x1788);
if (iVar1 < 0x80) {
*(int *)(this + 0x1788) = iVar1 + 1;
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + iVar1 * 4 + 0x1588) = 0xffffffff;
return;
}
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + iVar1 * 4 + 0x1588) = *puVar2;
}
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.