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 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.