L L4D2node

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 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)