L L4D2node

CBasePlayer::ShouldTakeDamageInCommentaryMode

0x007acd70 · 263 bytes · __thiscall

_ZN11CBasePlayer32ShouldTakeDamageInCommentaryModeERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CBasePlayer::ShouldTakeDamageInCommentaryMode(CTakeDamageInfo const&) */

undefined4 __thiscall
CBasePlayer::ShouldTakeDamageInCommentaryMode(CBasePlayer *this,CTakeDamageInfo *param_1)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  CBasePlayer *pCVar4;
  undefined *puVar5;
  
  uVar3 = IsListeningToCommentary();
  if ((char)uVar3 == '\0') {
    uVar3 = 1;
  }
  else {
    pCVar4 = (CBasePlayer *)0x0;
    uVar1 = *(uint *)(param_1 + 0x30);
    if (((uVar1 != 0xffffffff) &&
        (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
      pCVar4 = *(CBasePlayer **)(puVar5 + 4);
    }
    if (this == pCVar4) {
      pCVar4 = (CBasePlayer *)0x0;
      uVar1 = *(uint *)(param_1 + 0x34);
      if (((uVar1 != 0xffffffff) &&
          (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
        pCVar4 = *(CBasePlayer **)(puVar5 + 4);
      }
      if (this == pCVar4) {
        return uVar3;
      }
    }
    uVar1 = *(uint *)(param_1 + 0x48);
    if ((uVar1 & 0x1000029) == 0) {
      if (uVar1 != 0) {
        uVar3 = 0;
      }
      return uVar3;
    }
    if (((uVar1 & 1) != 0) &&
       (((uVar1 = *(uint *)(param_1 + 0x34), uVar1 == 0xffffffff ||
         (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
        ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc ||
         ((*(CBaseEntity **)(puVar5 + 4) == (CBaseEntity *)0x0 ||
          (cVar2 = CBaseEntity::IsBSPModel(*(CBaseEntity **)(puVar5 + 4)), cVar2 == '\0')))))))) {
      return 0;
    }
  }
  return uVar3;
}

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)