L L4D2node

CBaseCombatCharacter::OnTakeDamage_Dead

0x005f0cd0 · 85 bytes · __thiscall

_ZN20CBaseCombatCharacter17OnTakeDamage_DeadERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo const&) */

undefined4 __thiscall
CBaseCombatCharacter::OnTakeDamage_Dead(CBaseCombatCharacter *this,CTakeDamageInfo *param_1)

{
  int iVar1;
  
  if ((this[0x105] != (CBaseCombatCharacter)0x1) &&
     (iVar1 = *(int *)(this + 0x100) - (int)*(float *)(param_1 + 0x3c),
     *(int *)(this + 0x100) != iVar1)) {
    (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
    *(int *)(this + 0x100) = iVar1;
  }
  return 1;
}

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)