CBasePlayer::DoImpactEffect
0x007a8420 · 85 bytes · __thiscall
_ZN11CBasePlayer14DoImpactEffectER10CGameTracei
Decompiled
undefined (3 params)
/* CBasePlayer::DoImpactEffect(CGameTrace&, int) */
void __thiscall CBasePlayer::DoImpactEffect(CBasePlayer *this,CGameTrace *param_1,int param_2)
{
int iVar1;
int *piVar2;
iVar1 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar1 != 0) {
piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
/* WARNING: Could not recover jumptable at 0x007a845e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar2 + 0x1f0))();
return;
}
CBaseEntity::DoImpactEffect((CBaseEntity *)this,param_1,param_2);
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.
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.