L L4D2node

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 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)