L L4D2node

CTerrorPlayer::OnHurtBySpit

0x009a5b80 · 322 bytes · __thiscall

_ZN13CTerrorPlayer12OnHurtBySpitEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnHurtBySpit() */

void __thiscall CTerrorPlayer::OnHurtBySpit(CTerrorPlayer *this)

{
  code *pcVar1;
  char cVar2;
  int *piVar3;
  undefined4 uVar4;
  float fVar5;
  CAI_Concept local_24 [20];
  
  fVar5 = *(float *)(gpGlobals + 0xc);
  if (1.0 < fVar5 - *(float *)(this + 0x2a50)) {
    cVar2 = (**(code **)(*(int *)this + 0x778))(this);
    if (cVar2 != '\0') {
      piVar3 = (int *)(**(code **)(*(int *)this + 0x148))(this);
      (**(code **)(*piVar3 + 0x7c))(piVar3);
    }
    piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"entered_spit",0,0);
    if (piVar3 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar3 + 0x30);
      uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
      (*pcVar1)(piVar3,"userid",uVar4);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    }
    (**(code **)(*(int *)(this + 0x3ab4) + 0xdc))(this + 0x3ab4);
    pcVar1 = *(code **)(*(int *)this + 0x7b4);
    CAI_Concept::CAI_Concept(local_24,"GooedBySpitter");
    (*pcVar1)(this,local_24,1,0,0,0,0);
    fVar5 = *(float *)(gpGlobals + 0xc);
  }
  *(float *)(this + 0x2a50) = fVar5;
  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)