L L4D2node

CBaseCombatCharacter::HasEverBeenInjured

0x005ef850 · 48 bytes · __thiscall

_ZNK20CBaseCombatCharacter18HasEverBeenInjuredEi

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::HasEverBeenInjured(int) const */

undefined4 __thiscall
CBaseCombatCharacter::HasEverBeenInjured(CBaseCombatCharacter *this,int param_1)

{
  uint uVar1;
  
  if (param_1 != -1) {
    uVar1 = 1 << ((byte)param_1 & 0x1f);
    return CONCAT31((int3)(uVar1 >> 8),(*(uint *)(this + 0x19e0) & uVar1) != 0);
  }
  return CONCAT31((int3)((uint)*(int *)(this + 0x19e0) >> 8),*(int *)(this + 0x19e0) != 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)