CPhysBox::OnTakeDamage
0x0079ec40 · 343 bytes · __thiscall
_ZN8CPhysBox12OnTakeDamageERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CPhysBox::OnTakeDamage(CTakeDamageInfo const&) */
undefined4 __thiscall CPhysBox::OnTakeDamage(CPhysBox *this,CTakeDamageInfo *param_1)
{
uint uVar1;
undefined4 uVar2;
undefined *puVar3;
CBaseEntity *pCVar4;
if (((byte)this[0x14c] & 1) != 0) {
return 0;
}
uVar2 = CBreakable::OnTakeDamage((CBreakable *)this,param_1);
uVar1 = *(uint *)(param_1 + 0x30);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
uVar1 = *(uint *)(param_1 + 0x34);
pCVar4 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar3 + 4);
}
COutputEvent::FireOutput((COutputEvent *)(this + 0x524),pCVar4,(CBaseEntity *)this,0.0);
}
if (0 < *(int *)(this + 0x100)) {
if (((*(float *)(this + 0x50c) != 0.0) &&
(*(float *)(this + 0x50c) <=
SQRT(*(float *)(param_1 + 8) * *(float *)(param_1 + 8) +
*(float *)(param_1 + 4) * *(float *)(param_1 + 4) +
*(float *)param_1 * *(float *)param_1))) && (*(int *)(this + 0x238) != 0)) {
EnableMotion(this);
}
if ((0 < *(int *)(this + 0x508)) && (*(int *)(this + 0x100) < *(int *)(this + 0x508))) {
EnableMotion(this);
(**(code **)(*(int *)this + 0x2a0))(this,param_1);
}
}
return uVar2;
}
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.