CBasePlayer::DamageEffect
0x007a8660 · 404 bytes · __thiscall
_ZN11CBasePlayer12DamageEffectEfi
Decompiled
undefined (3 params)
/* CBasePlayer::DamageEffect(float, int) */
void __thiscall CBasePlayer::DamageEffect(CBasePlayer *this,float param_1,int param_2)
{
undefined4 uVar1;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if ((param_2 & 1U) == 0) {
if ((param_2 & 0x4000U) == 0) {
if ((param_2 & 4U) != 0) {
uVar1 = (**(code **)(*(int *)this + 0x138))(this);
(**(code **)(*(int *)this + 0x234))(&local_18,this);
SpawnBlood(local_18,local_14,local_10,&g_vecAttackDir,uVar1,param_1);
return;
}
if ((param_2 & 0x1000000U) == 0) {
if ((param_2 & 0x200U) == 0) {
if ((param_2 & 2U) != 0) {
CBaseEntity::EmitSound((CBaseEntity *)this,"Flesh.BulletImpact",0.0,(float *)0x0);
return;
}
}
else {
CBaseEntity::EmitSound((CBaseEntity *)this,"Player.SonicDamage",0.0,(float *)0x0);
}
return;
}
local_18 = 0x64ff0000;
UTIL_ScreenFade((CBaseEntity *)this,(color32_s *)&local_18,0.2,0.4,4);
CBaseEntity::EmitSound((CBaseEntity *)this,"Player.PlasmaDamage",0.0,(float *)0x0);
return;
}
local_18._0_3_ = 0x800000;
}
else {
local_18._0_3_ = 0x80;
}
local_18 = CONCAT13(0x80,(undefined3)local_18);
UTIL_ScreenFade((CBaseEntity *)this,(color32_s *)&local_18,1.0,0.1,1);
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.
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.