L L4D2node

CPropBreakableWall::Event_Killed

0x007f8df0 · 69 bytes · __thiscall

_ZN18CPropBreakableWall12Event_KilledERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CPropBreakableWall::Event_Killed(CTakeDamageInfo const&) */

void __thiscall CPropBreakableWall::Event_Killed(CPropBreakableWall *this,CTakeDamageInfo *param_1)

{
  int iVar1;
  
  if (-1 < (int)*(uint *)(this + 0x17ec)) {
    iVar1 = CNavMesh::GetNavAreaByID(TheNavMesh,*(uint *)(this + 0x17ec));
    if (iVar1 != 0) {
      *(uint *)(iVar1 + 0x54) = *(uint *)(iVar1 + 0x54) & 0xfff7ffff;
    }
  }
  CPropDoorRotatingBreakable::Event_Killed((CPropDoorRotatingBreakable *)this,param_1);
  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)