L L4D2node

CFuncPlat::Blocked

0x00b08e80 · 239 bytes · __thiscall

_ZN9CFuncPlat7BlockedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFuncPlat::Blocked(CBaseEntity*) */

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

{
  undefined1 *puVar1;
  int iVar2;
  undefined1 *puVar3;
  CTakeDamageInfo local_7c [108];
  
  puVar3 = *(undefined1 **)(param_1 + 0x7c);
  if (puVar3 == (undefined1 *)0x0) {
    puVar3 = &DAT_00d539c2;
  }
  puVar1 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
    puVar1 = *(undefined1 **)(this + 0x7c);
  }
  DevMsg(2,"%s Blocked by %s\n",puVar1,puVar3);
  CTakeDamageInfo::CTakeDamageInfo(local_7c,(CBaseEntity *)this,(CBaseEntity *)this,1.0,1,0);
  CBaseEntity::TakeDamage(param_1,local_7c);
  if (*(char **)(this + 0x4d0) != (char *)0x0) {
    if (*(int *)(this + 0x30) == 0) {
      iVar2 = 0;
    }
    else {
      iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    CBaseEntity::StopSound(iVar2,6,*(char **)(this + 0x4d0));
  }
  if (*(int *)(this + 0x440) == 2) {
    (**(code **)(*(int *)this + 0x330))(this);
  }
  else if (*(int *)(this + 0x440) == 3) {
    (**(code **)(*(int *)this + 0x32c))(this);
    return;
  }
  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)