L L4D2node

Witch::OnTakeDamage_Alive

0x00a48680 · 391 bytes · __thiscall

_ZN5Witch18OnTakeDamage_AliveERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* Witch::OnTakeDamage_Alive(CTakeDamageInfo const&) */

undefined4 __thiscall Witch::OnTakeDamage_Alive(Witch *this,CTakeDamageInfo *param_1)

{
  uint uVar1;
  CBaseEdict *this_00;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  undefined *puVar6;
  int iVar7;
  int iVar8;
  CBaseEntity *this_01;
  int local_20 [4];
  
  iVar8 = *(int *)(this + 0x100);
  uVar3 = NextBotCombatCharacter::OnTakeDamage_Alive((NextBotCombatCharacter *)this,param_1);
  iVar5 = *(int *)(this + 0x100);
  uVar1 = *(uint *)(param_1 + 0x34);
  if ((((uVar1 == 0xffffffff) ||
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
     ((this_01 = *(CBaseEntity **)(puVar6 + 4), this_01 == (CBaseEntity *)0x0 ||
      (cVar2 = (**(code **)(*(int *)this_01 + 0x16c))(this_01), cVar2 == '\0')))) {
    this_01 = (CBaseEntity *)0x0;
    local_20[0] = -1;
  }
  else {
    local_20[0] = (**(code **)(*engine + 0x40))(engine,*(int *)(this_01 + 0x30));
  }
  if (*(float *)(this + 0x1db0) == -1.0) {
    *(undefined4 *)(this + 0x1db0) = *(undefined4 *)(gpGlobals + 0xc);
  }
  iVar4 = *(int *)(this + 0x1dc0);
  if (0 < iVar4) {
    if (local_20[0] == **(int **)(this + 0x1db4)) goto LAB_00a48759;
    iVar7 = 0;
    do {
      iVar7 = iVar7 + 1;
      if (iVar7 == iVar4) goto LAB_00a48740;
    } while (local_20[0] != (*(int **)(this + 0x1db4))[iVar7]);
    if (iVar7 != -1) goto LAB_00a48759;
  }
LAB_00a48740:
  CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
            ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x1db4),iVar4,local_20);
LAB_00a48759:
  if (this_01 != (CBaseEntity *)0x0) {
    iVar4 = CBaseEntity::GetTeamNumber(this_01);
    cVar2 = IsASurvivorTeam(iVar4);
    if (cVar2 != '\0') {
      *(uint *)(this + 0x1dc8) = *(uint *)(this + 0x1dc8) | *(uint *)(param_1 + 0x48);
    }
    iVar8 = (iVar8 - iVar5) + *(int *)(this_01 + 0x395c);
    if (*(int *)(this_01 + 0x395c) != iVar8) {
      if (this_01[0x6c] == (CBaseEntity)0x0) {
        this_00 = *(CBaseEdict **)(this_01 + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar5 + 2) = 0;
        }
      }
      else {
        this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
      }
      *(int *)(this_01 + 0x395c) = iVar8;
    }
  }
  return uVar3;
}

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)