NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Dying
0x00949ce0 · 215 bytes · __thiscall
_ZN13NextBotPlayerI13CTerrorPlayerE18OnTakeDamage_DyingERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Dying(CTakeDamageInfo const&) */
void __thiscall
NextBotPlayer<CTerrorPlayer>::OnTakeDamage_Dying
(NextBotPlayer<CTerrorPlayer> *this,CTakeDamageInfo *param_1)
{
NextBotPlayer<CTerrorPlayer> *pNVar1;
longdouble lVar2;
if (((byte)param_1[0x48] & 8) == 0) {
LAB_00949d80:
pNVar1 = this + 0x4028;
}
else {
if (0.0 < *(float *)(this + 0x42f8)) {
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 - *(float *)(this + 0x42f8) <= 1.0) goto LAB_00949d80;
}
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);
CBaseCombatCharacter::OnTakeDamage_Dying((CTakeDamageInfo *)this);
return;
}
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.