L L4D2node

NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Alive

0x00949c00 · 215 bytes · __thiscall

_ZN13NextBotPlayerI13CTerrorPlayerE18OnTakeDamage_AliveERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Alive(CTakeDamageInfo const&) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Alive
          (NextBotPlayer<CTerrorPlayer> *this,CTakeDamageInfo *param_1)

{
  NextBotPlayer<CTerrorPlayer> *pNVar1;
  longdouble lVar2;
  
  if (((byte)param_1[0x48] & 8) == 0) {
LAB_00949ca0:
    pNVar1 = this + 0x4028;
  }
  else {
    if (0.0 < *(float *)(this + 0x42f8)) {
      lVar2 = (longdouble)IntervalTimer::Now();
      if ((float)lVar2 - *(float *)(this + 0x42f8) <= 1.0) goto LAB_00949ca0;
    }
    pNVar1 = this + 0x4028;
    (**(code **)(*(int *)(this + 0x4028) + 0x40))(pNVar1);
    lVar2 = (longdouble)IntervalTimer::Now();
    if ((float)lVar2 != *(float *)(this + 0x42f8)) {
      (**(code **)(*(int *)(this + 0x42f4) + 4))(this + 0x42f4,this + 0x42f8,pNVar1);
      *(float *)(this + 0x42f8) = (float)lVar2;
    }
  }
  (**(code **)(*(int *)(this + 0x4028) + 0x44))(pNVar1,param_1);
  CTerrorPlayer::OnTakeDamage_Alive((CTerrorPlayer *)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)