L L4D2node

LogDamage

0x009a0bf0 · 35 bytes · __cdecl

_Z9LogDamageP13CTerrorPlayerRK15CTakeDamageInfo20DamageResolutionType

Decompiled

undefined (3 params)

/* LogDamage(CTerrorPlayer*, CTakeDamageInfo const&, DamageResolutionType) */

void LogDamage(undefined4 param_1,undefined4 param_2,undefined4 param_3)

{
  if (*(int *)(mp_logdetail._28_4_ + 0x30) != 3) {
    return;
  }
  LogDamage(param_1,param_2,param_3);
  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)