L L4D2node

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 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)