L L4D2node

CTerrorPlayer::AddHealthBuffer

0x009a7360 · 267 bytes · __thiscall

_ZN13CTerrorPlayer15AddHealthBufferEff

Decompiled

undefined (3 params)

/* CTerrorPlayer::AddHealthBuffer(float, float) */

void __thiscall CTerrorPlayer::AddHealthBuffer(CTerrorPlayer *this,float param_1,float param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  lVar3 = (longdouble)(**(code **)(*(int *)this + 0x7e4))(this);
  fVar4 = (float)lVar3 + param_1;
  if (param_2 < fVar4 + (float)*(int *)(this + 0x100)) {
    fVar4 = param_2 - (float)*(int *)(this + 0x100);
  }
  if (fVar4 != *(float *)(this + 0x32f0)) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x32f0) = fVar4;
  }
  fVar4 = *(float *)(gpGlobals + 0xc);
  if (fVar4 != *(float *)(this + 0x32f4)) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(float *)(this + 0x32f4) = fVar4;
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      *(float *)(this + 0x32f4) = fVar4;
    }
  }
  *(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)