CGunTarget::OnTakeDamage
0x006d8310 · 214 bytes · __thiscall
_ZN10CGunTarget12OnTakeDamageERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CGunTarget::OnTakeDamage(CTakeDamageInfo const&) */
undefined4 __thiscall CGunTarget::OnTakeDamage(CGunTarget *this,CTakeDamageInfo *param_1)
{
int iVar1;
uint uVar2;
CBaseEntity *pCVar3;
undefined *puVar4;
int iVar5;
iVar1 = *(int *)(this + 0x100);
if (0 < iVar1) {
iVar5 = iVar1 - (int)*(float *)(param_1 + 0x3c);
if (iVar1 != iVar5) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = iVar5;
if (iVar5 < 1) {
if (iVar5 != 0) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0;
}
Stop(this);
pCVar3 = (CBaseEntity *)0x0;
uVar2 = *(uint *)(param_1 + 0x30);
if (((uVar2 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar2 >> 0xc)) {
pCVar3 = *(CBaseEntity **)(puVar4 + 4);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x4c0),pCVar3,(CBaseEntity *)this,0.0);
}
}
}
return 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.