CCSPlayer::OnTakeDamage_Alive
0x0065e7c0 · 144 bytes · __thiscall
_ZN9CCSPlayer18OnTakeDamage_AliveERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CCSPlayer::OnTakeDamage_Alive(CTakeDamageInfo const&) */
bool __thiscall CCSPlayer::OnTakeDamage_Alive(CCSPlayer *this,CTakeDamageInfo *param_1)
{
code *pcVar1;
int iVar2;
CAI_Concept local_24 [20];
*(uint *)(this + 0x1d54) = *(uint *)(this + 0x1d54) | *(uint *)(param_1 + 0x48);
iVar2 = CBaseCombatCharacter::OnTakeDamage_Alive((CBaseCombatCharacter *)this,param_1);
if (iVar2 != 0) {
(**(code **)(*(int *)this + 0x7d8))(this,param_1);
pcVar1 = *(code **)(*(int *)this + 0x7b4);
CAI_Concept::CAI_Concept(local_24,"Pain");
(*pcVar1)(this,local_24,1,0,0,0,0);
}
return iVar2 != 0;
}
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.