CBaseEntity::InputSetDamageFilter
0x00601ab0 · 140 bytes · __thiscall
_ZN11CBaseEntity20InputSetDamageFilterER11inputdata_t
Decompiled
undefined (2 params)
/* CBaseEntity::InputSetDamageFilter(inputdata_t&) */
void __thiscall CBaseEntity::InputSetDamageFilter(CBaseEntity *this,inputdata_t *param_1)
{
char *pcVar1;
int *piVar2;
undefined4 *puVar3;
pcVar1 = *(char **)(param_1 + 8);
if (*(int *)(param_1 + 0x18) == 2) {
*(char **)(this + 0x108) = pcVar1;
if (pcVar1 != (char *)0x0) {
piVar2 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar2 != (int *)0x0) {
puVar3 = (undefined4 *)(**(code **)(*piVar2 + 0xc))(piVar2);
*(undefined4 *)(this + 0x10c) = *puVar3;
return;
}
}
}
else {
*(undefined4 *)(this + 0x108) = 0;
}
*(undefined4 *)(this + 0x10c) = 0xffffffff;
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.