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 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.