CBreakableProp::UpdateHealth
0x007ee610 · 347 bytes · __thiscall
_ZN14CBreakableProp12UpdateHealthEiP11CBaseEntity
Decompiled
undefined (3 params)
/* CBreakableProp::UpdateHealth(int, CBaseEntity*) */
undefined4 __thiscall
CBreakableProp::UpdateHealth(CBreakableProp *this,int param_1,CBaseEntity *param_2)
{
undefined4 *puVar1;
float local_80;
undefined4 local_7c;
undefined4 local_78;
undefined4 local_74;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_48;
if (*(int *)(this + 0x100) != param_1) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = param_1;
if (*(int *)(this + 0xfc) == 0) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
local_80 = 1.0;
*(undefined4 *)(this + 0xfc) = 1;
param_1 = *(int *)(this + 0x100);
}
else {
local_80 = (float)*(int *)(this + 0xfc);
}
local_80 = (float)param_1 / local_80;
if (local_80 <= 0.0) {
local_80 = 0.0;
}
if (1.0 <= local_80) {
local_80 = 1.0;
}
variant_t::Set((variant_t *)(this + 0x1414),1,&local_80);
local_7c = *(undefined4 *)(this + 0x1414);
local_78 = *(undefined4 *)(this + 0x1418);
local_74 = *(undefined4 *)(this + 0x141c);
local_70 = *(undefined4 *)(this + 0x1420);
local_6c = *(undefined4 *)(this + 0x1424);
CBaseEntityOutput::FireOutput
((CBaseEntityOutput *)(this + 0x1414),(CTakeDamageInfo *)&local_7c,param_2,this,0);
if (*(int *)(this + 0x100) < 1) {
CTakeDamageInfo::CTakeDamageInfo((CTakeDamageInfo *)&local_7c);
puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
local_48 = *puVar1;
Break(this,param_2,(CTakeDamageInfo *)&local_7c);
return 0;
}
}
return 1;
}
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.