CBreakable::UpdateHealth
0x006b3340 · 409 bytes · __thiscall
_ZN10CBreakable12UpdateHealthEiP11CBaseEntity
Decompiled
undefined (3 params)
/* CBreakable::UpdateHealth(int, CBaseEntity*) */
undefined4 __thiscall CBreakable::UpdateHealth(CBreakable *this,int param_1,CBaseEntity *param_2)
{
float local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if (*(int *)(this + 0x100) != param_1) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = param_1;
if (*(int *)(this + 0xfc) == 0) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
local_24 = 1.0;
*(undefined4 *)(this + 0xfc) = 1;
param_1 = *(int *)(this + 0x100);
}
else {
local_24 = (float)*(int *)(this + 0xfc);
}
local_24 = (float)param_1 / local_24;
if (local_24 <= 0.0) {
local_24 = 0.0;
}
if (1.0 <= local_24) {
local_24 = 1.0;
}
variant_t::Set((variant_t *)(this + 0x4a4),1,&local_24);
local_20 = *(undefined4 *)(this + 0x4a4);
local_1c = *(undefined4 *)(this + 0x4a8);
local_18 = *(undefined4 *)(this + 0x4ac);
local_14 = *(undefined4 *)(this + 0x4b0);
local_10 = *(undefined4 *)(this + 0x4b4);
CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x4a4),&local_20,param_2,this,0);
if (*(int *)(this + 0x100) < 1) {
Break(this,param_2);
return 0;
}
if (((byte)this[0x148] & 1) == 0) {
if (this[0x105] != (CBreakable)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CBreakable)0x2;
}
}
else if (this[0x105] != (CBreakable)0x0) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CBreakable)0x0;
return 1;
}
}
return 1;
}
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.