CTerrorPlayer::SetHealthBuffer
0x00998f70 · 226 bytes · __thiscall
_ZN13CTerrorPlayer15SetHealthBufferEf
Decompiled
undefined (2 params)
/* CTerrorPlayer::SetHealthBuffer(float) */
void __thiscall CTerrorPlayer::SetHealthBuffer(CTerrorPlayer *this,float param_1)
{
float fVar1;
CBaseEdict *pCVar2;
int iVar3;
if (param_1 <= 0.0) {
param_1 = 0.0;
}
if (param_1 != *(float *)(this + 0x32f0)) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(float *)(this + 0x32f0) = param_1;
}
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x32f4)) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(float *)(this + 0x32f4) = fVar1;
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
*(float *)(this + 0x32f4) = fVar1;
}
}
*(int *)(this + 0x32f8) = ((int)*(float *)(this + 0x32f0) / 5) * 5;
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.