L L4D2node

CFuncTrain::Blocked

0x00b08e00 · 122 bytes · __thiscall

_ZN10CFuncTrain7BlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFuncTrain::Blocked(CBaseEntity*) */

void __thiscall CFuncTrain::Blocked(CFuncTrain *this,CBaseEntity *param_1)

{
  CTakeDamageInfo local_6c [100];
  
  if (*(float *)(this + 0x4e0) <= *(float *)(gpGlobals + 0xc)) {
    *(float *)(this + 0x4e0) = *(float *)(gpGlobals + 0xc) + 0.5;
    CTakeDamageInfo::CTakeDamageInfo
              (local_6c,(CBaseEntity *)this,(CBaseEntity *)this,*(float *)(this + 0x4dc),1,0);
    CBaseEntity::TakeDamage(param_1,local_6c);
  }
  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)