CBaseEntity::ScriptTakeDamage
0x00613480 · 150 bytes · __thiscall
_ZN11CBaseEntity16ScriptTakeDamageEfiP9HSCRIPT__
Decompiled
undefined (4 params)
/* CBaseEntity::ScriptTakeDamage(float, int, HSCRIPT__*) */
void __thiscall
CBaseEntity::ScriptTakeDamage(CBaseEntity *this,float param_1,int param_2,HSCRIPT__ *param_3)
{
code *pcVar1;
CBaseEntity *pCVar2;
CBaseEntity *in_stack_ffffff64;
CTakeDamageInfo local_7c [108];
if (param_3 != (HSCRIPT__ *)0x0) {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
if (GetScriptDesc<CBaseEntity>(CBaseEntity*)::bInitialized == '\0') {
GetScriptDesc<CBaseEntity>(in_stack_ffffff64);
}
pCVar2 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_3,g_CBaseEntity_ScriptDesc);
if (pCVar2 != (CBaseEntity *)0x0) goto LAB_006134c2;
}
pCVar2 = this;
LAB_006134c2:
CTakeDamageInfo::CTakeDamageInfo(local_7c,pCVar2,pCVar2,param_1,param_2,0);
TakeDamage(this,local_7c);
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.