L L4D2node

CBaseEntity::ScriptTakeDamageEx

0x00613530 · 350 bytes · __cdecl

_ZN11CBaseEntity18ScriptTakeDamageExEP9HSCRIPT__S1_S1_6VectorS2_fi

Decompiled

undefined (7 params)

/* CBaseEntity::ScriptTakeDamageEx(HSCRIPT__*, HSCRIPT__*, HSCRIPT__*, Vector, Vector, float, int)
    */

void CBaseEntity::ScriptTakeDamageEx(CBaseEntity *param_1,int param_2,int param_3,int param_4)

{
  code *pcVar1;
  CBaseEntity *pCVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  float in_stack_0000002c;
  int in_stack_00000030;
  CBaseEntity *in_stack_ffffff54;
  CTakeDamageInfo local_7c [108];
  
  if (param_2 == 0) {
    pCVar2 = (CBaseEntity *)0x0;
  }
  else {
    pcVar1 = *(code **)(*(int *)g_pScriptVM + 0x68);
    if (GetScriptDesc<CBaseEntity>(CBaseEntity*)::bInitialized == '\0') {
      GetScriptDesc<CBaseEntity>(in_stack_ffffff54);
    }
    in_stack_ffffff54 = g_pScriptVM;
    pCVar2 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_2,g_CBaseEntity_ScriptDesc);
  }
  if (param_3 == 0) {
    pCVar3 = (CBaseEntity *)0x0;
  }
  else {
    pcVar1 = *(code **)(*(int *)g_pScriptVM + 0x68);
    if (GetScriptDesc<CBaseEntity>(CBaseEntity*)::bInitialized == '\0') {
      GetScriptDesc<CBaseEntity>(in_stack_ffffff54);
    }
    in_stack_ffffff54 = g_pScriptVM;
    pCVar3 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_3,g_CBaseEntity_ScriptDesc);
  }
  if (param_4 == 0) {
    pCVar4 = (CBaseEntity *)0x0;
  }
  else {
    pcVar1 = *(code **)(*(int *)g_pScriptVM + 0x68);
    if (GetScriptDesc<CBaseEntity>(CBaseEntity*)::bInitialized == '\0') {
      GetScriptDesc<CBaseEntity>(in_stack_ffffff54);
    }
    pCVar4 = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_4,g_CBaseEntity_ScriptDesc);
  }
  CTakeDamageInfo::CTakeDamageInfo
            (local_7c,pCVar2,pCVar3,pCVar4,(Vector *)&stack0x00000014,(Vector *)&stack0x00000020,
             in_stack_0000002c,in_stack_00000030,0,(Vector *)0x0);
  TakeDamage(param_1,local_7c);
  return;
}

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)