L L4D2node

CBaseEntity::TakeHealth

0x00601b40 · 155 bytes · __cdecl

_ZN11CBaseEntity10TakeHealthEfi

Decompiled

undefined (2 params)

/* CBaseEntity::TakeHealth(float, int) */

int CBaseEntity::TakeHealth(float param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar3 = 0;
  if ((*(int *)((int)param_1 + 0x30) != 0) && ('\x01' < *(char *)((int)param_1 + 0x105))) {
    iVar2 = (**(code **)(*(int *)param_1 + 0x1fc))(param_1);
    iVar1 = *(int *)((int)param_1 + 0x100);
    if (iVar1 < iVar2) {
      iVar5 = (int)param_1 + 0x100;
      iVar4 = (int)(float)param_2 + iVar1;
      iVar3 = iVar1;
      if (iVar1 != iVar4) {
        (**(code **)(*(int *)param_1 + 0x214))(param_1,iVar5,iVar5);
        *(int *)((int)param_1 + 0x100) = iVar4;
        iVar3 = iVar4;
        if (iVar2 < iVar4) {
          (**(code **)(*(int *)param_1 + 0x214))(param_1,iVar5);
          *(int *)((int)param_1 + 0x100) = iVar2;
          iVar3 = iVar2;
        }
      }
      iVar3 = iVar3 - iVar1;
    }
  }
  return iVar3;
}

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)