NextBotCombatCharacter::OnTakeDamage_Alive
0x00752ce0 · 218 bytes · __thiscall
_ZN22NextBotCombatCharacter18OnTakeDamage_AliveERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* NextBotCombatCharacter::OnTakeDamage_Alive(CTakeDamageInfo const&) */
void __thiscall
NextBotCombatCharacter::OnTakeDamage_Alive(NextBotCombatCharacter *this,CTakeDamageInfo *param_1)
{
uint uVar1;
int iVar2;
undefined4 *puVar3;
undefined *puVar4;
int *piVar5;
piVar5 = (int *)0x0;
uVar1 = *(uint *)(param_1 + 0x34);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
iVar2 = (**(code **)(*piVar5 + 0x144))(piVar5);
if (iVar2 != 0) {
uVar1 = *(uint *)(param_1 + 0x34);
piVar5 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
piVar5 = (int *)(**(code **)(*piVar5 + 0x144))(piVar5);
if (piVar5 == (int *)0x0) {
*(undefined4 *)(this + 0x1c6c) = 0xffffffff;
}
else {
puVar3 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
*(undefined4 *)(this + 0x1c6c) = *puVar3;
}
}
(**(code **)(*(int *)(this + 0x1a3c) + 0x44))(this + 0x1a3c,param_1);
CBaseCombatCharacter::OnTakeDamage_Alive((CBaseCombatCharacter *)this,param_1);
return;
}
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.
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
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