CCSPlayer::Pain
0x00651810 · 138 bytes · __thiscall
_ZN9CCSPlayer4PainEb
Decompiled
undefined (2 params)
/* CCSPlayer::Pain(bool) */
void __thiscall CCSPlayer::Pain(CCSPlayer *this,bool param_1)
{
if (*(int *)(this + 0x1838) != 1) {
if (param_1) {
CBaseEntity::EmitSound((CBaseEntity *)this,"Player.DamageKevlar",0.0,(float *)0x0);
return;
}
CBaseEntity::EmitSound((CBaseEntity *)this,"Flesh.BulletImpact",0.0,(float *)0x0);
return;
}
if (this[0x23e1] != (CCSPlayer)0x0) {
CBaseEntity::EmitSound((CBaseEntity *)this,"Player.DamageHelmet",0.0,(float *)0x0);
return;
}
CBaseEntity::EmitSound((CBaseEntity *)this,"Player.DamageHeadShot",0.0,(float *)0x0);
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.