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 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.