L L4D2node

CTerrorPlayer::OnTakeDamageInternal

0x009bcfc0 · 26 bytes · __thiscall

_ZN13CTerrorPlayer20OnTakeDamageInternalER15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnTakeDamageInternal(CTakeDamageInfo&) */

CTerrorPlayer * __thiscall
CTerrorPlayer::OnTakeDamageInternal(CTerrorPlayer *this,CTakeDamageInfo *param_1)

{
  CTerrorPlayer *pCVar1;
  
  if (*(float *)(param_1 + 0x3c) != 0.0) {
    pCVar1 = (CTerrorPlayer *)OnTakeDamageInternal(this,param_1);
    return pCVar1;
  }
  return this;
}

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)