CCSPlayer::OnDamagedByExplosion
0x00651ae0 · 191 bytes · __thiscall
_ZN9CCSPlayer20OnDamagedByExplosionERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CCSPlayer::OnDamagedByExplosion(CTakeDamageInfo const&) */
void __thiscall CCSPlayer::OnDamagedByExplosion(CCSPlayer *this,CTakeDamageInfo *param_1)
{
float fVar1;
uint uVar2;
CBaseEntity *this_00;
undefined *puVar3;
fVar1 = *(float *)(param_1 + 0x3c);
uVar2 = *(uint *)(param_1 + 0x30);
if ((((uVar2 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
(this_00 = *(CBaseEntity **)(puVar3 + 4), this_00 != (CBaseEntity *)0x0)) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
if (30.0 <= fVar1) {
fVar1 = *(float *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x2a0c) = 0;
*(float *)(this + 0x2a08) = fVar1 + 0.3;
}
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.