CBasePlayer::InputSetHealth
0x007aa2d0 · 257 bytes · __thiscall
_ZN11CBasePlayer14InputSetHealthER11inputdata_t
Decompiled
undefined (2 params)
/* CBasePlayer::InputSetHealth(inputdata_t&) */
void __thiscall CBasePlayer::InputSetHealth(CBasePlayer *this,inputdata_t *param_1)
{
int iVar1;
int iVar2;
uint uVar3;
int iVar4;
CTakeDamageInfo local_7c [108];
iVar2 = 0;
if (*(int *)(param_1 + 0x18) == 5) {
iVar2 = *(int *)(param_1 + 8);
}
iVar1 = *(int *)(this + 0x100);
uVar3 = iVar1 - iVar2 >> 0x1f;
iVar4 = (iVar1 - iVar2 ^ uVar3) - uVar3;
if (iVar2 <= iVar1) {
if (iVar2 < iVar1) {
iVar2 = *(int *)(this + 0x1f70);
if (iVar2 != 0) {
(**(code **)(*(int *)this + 0x78c))(this,this + 0x1f70);
*(undefined4 *)(this + 0x1f70) = 0;
}
CTakeDamageInfo::CTakeDamageInfo
(local_7c,(CBaseEntity *)this,(CBaseEntity *)this,(float)iVar4,0,0);
CBaseEntity::TakeDamage((CBaseEntity *)this,local_7c);
if (iVar2 != *(int *)(this + 0x1f70)) {
(**(code **)(*(int *)this + 0x78c))(this,this + 0x1f70);
*(int *)(this + 0x1f70) = iVar2;
}
}
return;
}
(**(code **)(*(int *)this + 0x128))(this,(float)iVar4,0);
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.