L L4D2node

CTerrorPlayer::RecordDamageTaken

0x009d7990 · 124 bytes · __thiscall

_ZN13CTerrorPlayer17RecordDamageTakenEPKci

Decompiled

undefined (3 params)

/* CTerrorPlayer::RecordDamageTaken(char const*, int) */

void __thiscall CTerrorPlayer::RecordDamageTaken(CTerrorPlayer *this,char *param_1,int param_2)

{
  int iVar1;
  CBaseEdict *this_00;
  char cVar2;
  int iVar3;
  
  cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
  if ((cVar2 == '\0') &&
     (iVar1 = *(int *)(this + 0x3938) + param_2, *(int *)(this + 0x3938) != iVar1)) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
      *(int *)(this + 0x3938) = iVar1;
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      *(int *)(this + 0x3938) = iVar1;
    }
  }
  CCSPlayer::RecordDamageTaken((CCSPlayer *)this,param_1,param_2);
  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)