L L4D2node

SurvivorEscapeFlames::OnInjured

0x0092b550 · 116 bytes · __cdecl

_ZN20SurvivorEscapeFlames9OnInjuredEP11SurvivorBotRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* SurvivorEscapeFlames::OnInjured(SurvivorBot*, CTakeDamageInfo const&) */

SurvivorBot * SurvivorEscapeFlames::OnInjured(SurvivorBot *param_1,CTakeDamageInfo *param_2)

{
  longdouble lVar1;
  int in_stack_00000010;
  
  if ((*(byte *)(in_stack_00000010 + 0x48) & 8) != 0) {
    lVar1 = (longdouble)IntervalTimer::Now();
    if ((float)lVar1 != *(float *)(param_2 + 0x3c)) {
      (**(code **)(*(int *)(param_2 + 0x38) + 4))(param_2 + 0x38,param_2 + 0x3c);
      *(float *)(param_2 + 0x3c) = (float)lVar1;
    }
  }
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 3;
  return param_1;
}

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)