L L4D2node

CBeam::BeamDamage

0x00427cd0 · 406 bytes · __thiscall

_ZN5CBeam10BeamDamageEP10CGameTrace

Decompiled

undefined (2 params)

/* CBeam::BeamDamage(CGameTrace*) */

void __thiscall CBeam::BeamDamage(CBeam *this,CGameTrace *param_1)

{
  CTakeDamageInfo *this_00;
  char cVar1;
  int iVar2;
  char *pcVar3;
  CTakeDamageInfo *this_01;
  CGameTrace *pCVar4;
  CGameTrace *pCVar5;
  float local_88;
  float local_84;
  float local_80;
  CTakeDamageInfo local_7c [108];
  
  RelinkBeam(this);
  if ((*(float *)(param_1 + 0x2c) != 1.0) &&
     (this_00 = *(CTakeDamageInfo **)(param_1 + 0x4c), this_00 != (CTakeDamageInfo *)0x0)) {
    ClearMultiDamage();
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_88 = *(float *)(param_1 + 0xc) - *(float *)(this + 0x2e0);
    local_84 = *(float *)(param_1 + 0x10) - *(float *)(this + 0x2e4);
    local_80 = *(float *)(param_1 + 0x14) - *(float *)(this + 0x2e8);
    VectorNormalize((Vector *)&local_88);
    iVar2 = 0x4000000;
    if ((*(int *)(this + 0x4e0) != 0) && (iVar2 = 0x400, 0 < *(int *)(this + 0x4e0))) {
      iVar2 = 0x4000100;
    }
    this_01 = local_7c;
    CTakeDamageInfo::CTakeDamageInfo
              (this_01,(CBaseEntity *)this,(CBaseEntity *)this,
               (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x448)) * *(float *)(this + 0x44c),
               iVar2,0);
    CalculateMeleeDamageForce(this_01,(Vector *)&local_88,(Vector *)(param_1 + 0xc),1.0);
    pCVar4 = (CGameTrace *)&local_88;
    pCVar5 = param_1;
    CBaseEntity::DispatchTraceAttack(this_00,(Vector *)this_01,pCVar4);
    ApplyMultiDamage();
    if (((byte)this[0x148] & 0x40) != 0) {
      cVar1 = CBaseEntity::IsBSPModel((CBaseEntity *)this_00);
      if (cVar1 != '\0') {
        pcVar3 = (char *)(**(code **)(*(int *)this + 0x324))(this,this_01,pCVar4,pCVar5);
        UTIL_DecalTrace(param_1,pcVar3);
      }
    }
  }
  *(undefined4 *)(this + 0x448) = *(undefined4 *)(gpGlobals + 0xc);
  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)