L L4D2node

CFuncRotating::Blocked

0x00630a10 · 86 bytes · __thiscall

_ZN13CFuncRotating7BlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFuncRotating::Blocked(CBaseEntity*) */

void __thiscall CFuncRotating::Blocked(CFuncRotating *this,CBaseEntity *param_1)

{
  CTakeDamageInfo local_6c [100];
  
  CTakeDamageInfo::CTakeDamageInfo
            (local_6c,(CBaseEntity *)this,(CBaseEntity *)this,*(float *)(this + 0x460),1,0);
  CBaseEntity::TakeDamage(param_1,local_6c);
  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)