L L4D2node

CCSPlayer::RecordDamageTaken

0x0065c7e0 · 232 bytes · __thiscall

_ZN9CCSPlayer17RecordDamageTakenEPKci

Decompiled

undefined (3 params)

/* CCSPlayer::RecordDamageTaken(char const*, int) */

void __thiscall CCSPlayer::RecordDamageTaken(CCSPlayer *this,char *param_1,int param_2)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = *(int *)(this + 0x29ec);
  if (iVar3 != -1) {
    iVar4 = *(int *)(this + 0x29e0);
    do {
      iVar1 = V_strncmp(param_1,*(char **)(iVar4 + iVar3 * 0xc),0x20);
      iVar4 = s_BulletGroupCounter;
      if (iVar1 == 0) {
        iVar3 = *(int *)(*(int *)(this + 0x29e0) + iVar3 * 0xc);
        *(int *)(iVar3 + 0x20) = *(int *)(iVar3 + 0x20) + param_2;
        if (iVar4 != *(int *)(iVar3 + 0x28)) {
          *(int *)(iVar3 + 0x24) = *(int *)(iVar3 + 0x24) + 1;
        }
        *(int *)(iVar3 + 0x28) = iVar4;
        return;
      }
      iVar4 = *(int *)(this + 0x29e0);
      iVar3 = *(int *)(iVar4 + 8 + iVar3 * 0xc);
    } while (iVar3 != -1);
  }
  pcVar2 = ::operator_new(0x2c);
  iVar3 = s_BulletGroupCounter;
                    /* try { // try from 0065c88d to 0065c891 has its CatchHandler @ 0065c8d1 */
  V_strncpy(pcVar2,param_1,0x20);
  pcVar2[0x24] = '\x01';
  pcVar2[0x25] = '\0';
  pcVar2[0x26] = '\0';
  pcVar2[0x27] = '\0';
  *(int *)(pcVar2 + 0x20) = param_2;
  *(int *)(pcVar2 + 0x28) = iVar3;
  iVar3 = CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
          ::InsertBefore((CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
                          *)(this + 0x29e0),-1);
  *(char **)(*(int *)(this + 0x29e0) + iVar3 * 0xc) = pcVar2;
  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)