L L4D2node

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 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)