L L4D2node

CCSPlayer::GetAdjustedDamage

0x00660ce0 · 8 bytes · __cdecl

_ZN9CCSPlayer17GetAdjustedDamageERK15CTakeDamageInfoffb

Decompiled

undefined (4 params)

/* CCSPlayer::GetAdjustedDamage(CTakeDamageInfo const&, float, float, bool) */

longdouble
CCSPlayer::GetAdjustedDamage(CTakeDamageInfo *param_1,float param_2,float param_3,bool param_4)

{
  undefined3 in_stack_00000011;
  
  return (longdouble)_param_4;
}

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)