L L4D2node

CBasePlayer::CheckTimeBasedDamage

0x007ae250 · 446 bytes · __thiscall

_ZN11CBasePlayer20CheckTimeBasedDamageEv

Decompiled

undefined (1 param)

/* CBasePlayer::CheckTimeBasedDamage() */

void __thiscall CBasePlayer::CheckTimeBasedDamage(CBasePlayer *this)

{
  char cVar1;
  CBasePlayer CVar2;
  uint uVar3;
  int iVar4;
  int iVar5;
  uint uVar6;
  CBasePlayer local_24;
  
  cVar1 = (**(code **)(*g_pGameRules + 0x44))(g_pGameRules,*(undefined4 *)(this + 0x1d54));
  if ((cVar1 != '\0') && (2.0 <= ABS(*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x1d88)))) {
    *(float *)(this + 0x1d88) = *(float *)(gpGlobals + 0xc);
    iVar5 = 0;
    do {
      while( true ) {
        uVar6 = 0x8000 << ((byte)iVar5 & 0x1f);
        cVar1 = (**(code **)(*g_pGameRules + 0x44))(g_pGameRules,uVar6);
        if ((cVar1 != '\0') && ((*(uint *)(this + 0x1d54) & uVar6) != 0)) break;
LAB_007ae330:
        iVar5 = iVar5 + 1;
        if (iVar5 == 8) {
          return;
        }
      }
      local_24 = (CBasePlayer)0x2;
      uVar3 = 1 << ((byte)iVar5 & 0x1f);
      if ((uVar3 & 0xeb) == 0) {
        if ((uVar3 & 4) == 0) {
          local_24 = (CBasePlayer)0x0;
          if ((uVar3 & 0x10) != 0) {
            local_24 = (CBasePlayer)0x4;
            if (*(int *)(this + 0x1d90) < *(int *)(this + 0x1d8c)) {
              iVar4 = *(int *)(this + 0x1d8c) - *(int *)(this + 0x1d90);
              local_24 = (CBasePlayer)0x4;
              if (10 < iVar4) {
                iVar4 = 10;
              }
              (**(code **)(*(int *)this + 0x128))(this,(float)iVar4,0);
              *(int *)(this + 0x1d90) = *(int *)(this + 0x1d90) + iVar4;
            }
          }
        }
        else {
          local_24 = (CBasePlayer)0x9;
          if (*(int *)(this + 0x1d98) < *(int *)(this + 0x1d94)) {
            iVar4 = *(int *)(this + 0x1d94) - *(int *)(this + 0x1d98);
            if (10 < iVar4) {
              iVar4 = 10;
            }
            (**(code **)(*(int *)this + 0x128))(this,(float)iVar4,0);
            local_24 = (CBasePlayer)0x9;
            *(int *)(this + 0x1d98) = *(int *)(this + 0x1d98) + iVar4;
          }
        }
      }
      if (this[iVar5 + 0x1d9c] != (CBasePlayer)0x0) {
        CVar2 = (CBasePlayer)((char)this[iVar5 + 0x1d9c] + -1);
        if (CVar2 == (CBasePlayer)0x0) {
          this[iVar5 + 0x1d9c] = (CBasePlayer)0x0;
          *(uint *)(this + 0x1d54) = *(uint *)(this + 0x1d54) & ~uVar6;
        }
        else {
          this[iVar5 + 0x1d9c] = CVar2;
        }
        goto LAB_007ae330;
      }
      this[iVar5 + 0x1d9c] = local_24;
      iVar5 = iVar5 + 1;
    } while (iVar5 != 8);
  }
  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)