L L4D2node

CTerrorPlayer::ApplyHealthModifications

0x0099fb30 · 175 bytes · __thiscall

_ZN13CTerrorPlayer24ApplyHealthModificationsEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::ApplyHealthModifications() */

void __thiscall CTerrorPlayer::ApplyHealthModifications(CTerrorPlayer *this)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar2 == 2) {
    cVar1 = CDirectorChallengeMode::TempHealthOnly
                      (*(CDirectorChallengeMode **)(TheDirector + 0x648));
    if (cVar1 != '\0') {
      SetHealthBuffer(this,(float)*(int *)(this + 0x100));
      if (*(int *)(this + 0x100) != 1) {
        (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
        *(undefined4 *)(this + 0x100) = 1;
      }
      if (this[0x32fc] == (CTerrorPlayer)0x0) {
        if (this[0x6c] == (CTerrorPlayer)0x0) {
          this_00 = *(CBaseEdict **)(this + 0x30);
          if (this_00 != (CBaseEdict *)0x0) {
            *(uint *)this_00 = *(uint *)this_00 | 0x101;
            iVar2 = CBaseEdict::GetChangeAccessor(this_00);
            *(undefined2 *)(iVar2 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
        }
        this[0x32fc] = (CTerrorPlayer)0x1;
        return;
      }
    }
  }
  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)