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 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.