L L4D2node

CTerrorPlayer::OnAttackSuccess

0x00997e10 · 246 bytes · __thiscall

_ZN13CTerrorPlayer15OnAttackSuccessEP20CBaseCombatCharacterb

Decompiled

undefined (3 params)

/* CTerrorPlayer::OnAttackSuccess(CBaseCombatCharacter*, bool) */

void __thiscall
CTerrorPlayer::OnAttackSuccess(CTerrorPlayer *this,CBaseCombatCharacter *param_1,bool param_2)

{
  char cVar1;
  int iVar2;
  CBaseCombatCharacter *pCVar3;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (((((iVar2 != 3) || (iVar2 = (**(code **)(*(int *)this + 0x544))(this), iVar2 != 8)) ||
       (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0')) ||
      ((cVar1 = (**(code **)(*(int *)this + 0x7e8))(this), cVar1 != '\0' ||
       (cVar1 = IsStaggering(this), cVar1 != '\0')))) ||
     (cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 != '\0')) {
    return;
  }
  if (((param_2) || (iVar2 = GetDifficulty(), iVar2 == 0)) &&
     ((param_1 != (CBaseCombatCharacter *)0x0 &&
      (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 != '\0')))) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    pCVar3 = (CBaseCombatCharacter *)0x0;
    if (cVar1 != '\0') {
      pCVar3 = param_1;
    }
    cVar1 = (**(code **)(*(int *)pCVar3 + 0x7e8))(pCVar3);
    if ((cVar1 != '\0') || (iVar2 = GetDifficulty(), iVar2 == 0)) {
      iVar2 = *(int *)this;
      goto LAB_00997ecd;
    }
  }
  iVar2 = *(int *)this;
LAB_00997ecd:
                    /* WARNING: Could not recover jumptable at 0x00997ee4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(iVar2 + 0x7fc))();
  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)