L L4D2node

CCSPlayer::DoBloodEffect

0x00650f30 · 389 bytes · __thiscall

_ZN9CCSPlayer13DoBloodEffectEfRK15CTakeDamageInfoRK6VectorP10CGameTrace

Decompiled

undefined (5 params)

/* CCSPlayer::DoBloodEffect(float, CTakeDamageInfo const&, Vector const&, CGameTrace*) */

void __thiscall
CCSPlayer::DoBloodEffect
          (CCSPlayer *this,float param_1,CTakeDamageInfo *param_2,Vector *param_3,
          CGameTrace *param_4)

{
  int iVar1;
  undefined4 local_7c;
  undefined4 local_78;
  undefined4 local_74;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  uint local_64;
  uint local_60;
  uint local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  int local_48;
  undefined4 local_44;
  float local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined2 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined1 local_24;
  undefined1 local_23;
  
  CBaseEntity::TraceBleed((CBaseEntity *)this,param_1,param_3,param_4,*(int *)(param_2 + 0x48));
  local_7c = *(undefined4 *)(param_4 + 0xc);
  local_70 = 0;
  local_78 = *(undefined4 *)(param_4 + 0x10);
  local_6c = 0;
  local_74 = *(undefined4 *)(param_4 + 0x14);
  local_68 = 0;
  local_60 = *(uint *)(param_3 + 4) ^ 0x80000000;
  local_5c = *(uint *)(param_3 + 8) ^ 0x80000000;
  local_58 = 0;
  local_64 = *(uint *)param_3 ^ 0x80000000;
  local_54 = 0;
  local_50 = 0;
  local_4c = 0;
  local_44 = 0x3f800000;
  local_38 = 0;
  local_34 = 0;
  local_3c = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_23 = 0;
  if ((*(int *)(param_4 + 0x4c) == 0) ||
     (iVar1 = *(int *)(*(int *)(param_4 + 0x4c) + 0x30), iVar1 == 0)) {
    local_48 = 0;
  }
  else {
    local_48 = iVar1 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  local_40 = param_1;
  if (0 < *(int *)(this + 0x1f70)) {
    local_40 = param_1 * 0.5;
  }
  if ((*(int *)(param_4 + 0x44) == 1) && (this[0x23e1] != (CCSPlayer)0x0)) {
    local_40 = local_40 * 0.5;
  }
  DispatchEffect("csblood",(CEffectData *)&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)