L L4D2node

FilterHealth::PassesDamageFilterImpl

0x0069c920 · 141 bytes · __thiscall

_ZN12FilterHealth22PassesDamageFilterImplERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* FilterHealth::PassesDamageFilterImpl(CTakeDamageInfo const&) */

undefined4 __thiscall
FilterHealth::PassesDamageFilterImpl(FilterHealth *this,CTakeDamageInfo *param_1)

{
  FilterHealth FVar1;
  uint uVar2;
  CTerrorPlayer *this_00;
  FilterHealth FVar3;
  undefined *puVar4;
  undefined4 uVar5;
  
  uVar2 = *(uint *)(param_1 + 0x34);
  if (((((uVar2 == 0xffffffff) ||
        (puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar4 + 8) != uVar2 >> 0xc)) ||
      ((this_00 = *(CTerrorPlayer **)(puVar4 + 4), this_00 == (CTerrorPlayer *)0x0 ||
       (uVar5 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), (char)uVar5 == '\0')))) ||
     ((FVar1 = this[0x474], FVar3 = (FilterHealth)CTerrorPlayer::IsAdrenalineActive(this_00),
      FVar1 != FVar3 ||
      ((*(int *)(this_00 + 0x100) < *(int *)(this + 0x478) ||
       (*(int *)(this + 0x47c) < *(int *)(this_00 + 0x100))))))) {
    uVar5 = 0;
  }
  return uVar5;
}

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)