L L4D2node

CPhysicsProp::WasHitByTank

0x007f1a30 · 70 bytes · __thiscall

_ZNK12CPhysicsProp12WasHitByTankEv

Decompiled

undefined (1 param)

/* CPhysicsProp::WasHitByTank() const */

bool __thiscall CPhysicsProp::WasHitByTank(CPhysicsProp *this)

{
  bool bVar1;
  longdouble extraout_ST0;
  
  bVar1 = false;
  if (0.0 < *(float *)(this + 0x1684)) {
    IntervalTimer::Now();
    bVar1 = (float)extraout_ST0 - *(float *)(this + 0x1684) < 2.0;
  }
  return bVar1;
}

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)