SurvivorIntention::OnInjured
0x0094c500 · 235 bytes · __thiscall
_ZN17SurvivorIntention9OnInjuredERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* SurvivorIntention::OnInjured(CTakeDamageInfo const&) */
void __thiscall SurvivorIntention::OnInjured(SurvivorIntention *this,CTakeDamageInfo *param_1)
{
uint uVar1;
CBaseEntity *this_00;
int iVar2;
int *piVar3;
RecognizedActor *this_01;
undefined *puVar4;
RecognizedActor local_48 [56];
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
((piVar3 = *(int **)(puVar4 + 4), piVar3 != (int *)0x0 &&
(this_00 = (CBaseEntity *)(**(code **)(*piVar3 + 0x144))(piVar3),
this_00 != (CBaseEntity *)0x0)))) {
iVar2 = CBaseEntity::GetTeamNumber(this_00);
if (iVar2 == 3) {
this_01 = (RecognizedActor *)FindRecognized(this,(CBaseCombatCharacter *)this_00);
if (this_01 == (RecognizedActor *)0x0) {
RecognizedActor::RecognizedActor(local_48,(CBaseCombatCharacter *)this_00);
RecognizedActor::UpdateVisible(local_48);
CUtlVector<RecognizedActor,CUtlMemory<RecognizedActor,int>>::InsertBefore
((CUtlVector<RecognizedActor,CUtlMemory<RecognizedActor,int>> *)(this + 100),
*(int *)(this + 0x70),local_48);
}
else {
RecognizedActor::UpdateVisible(this_01);
}
}
piVar3 = (int *)(**(code **)(*(int *)this + 8))(this);
if (piVar3 != (int *)0x0) {
do {
(**(code **)(*piVar3 + 0x44))(piVar3,param_1);
piVar3 = (int *)(**(code **)(*(int *)this + 0xc))(this,piVar3);
} while (piVar3 != (int *)0x0);
return;
}
}
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.