L L4D2node

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 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)