L L4D2node

CCSGameRules::FlPlayerFallDamage

0x00432c00 · 304 bytes · __thiscall

_ZN12CCSGameRules18FlPlayerFallDamageEP11CBasePlayer

Decompiled

undefined (2 params)

/* CCSGameRules::FlPlayerFallDamage(CBasePlayer*) */

longdouble __thiscall CCSGameRules::FlPlayerFallDamage(CCSGameRules *this,CBasePlayer *param_1)

{
  code *pcVar1;
  int *piVar2;
  undefined4 uVar3;
  float fVar4;
  
  fVar4 = *(float *)(param_1 + 0x1aa4) - 580.0;
  if (*(float *)(param_1 + 0x1aa4) != fVar4) {
    (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1aa4);
    *(float *)(param_1 + 0x1aa4) = fVar4;
  }
  fVar4 = fVar4 * 0.24038462;
  if (0.0 < fVar4) {
    piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"player_falldamage",0,0);
    if (piVar2 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar2 + 0x30);
      uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
      (*pcVar1)(piVar2,"userid",uVar3);
      (**(code **)(*piVar2 + 0x38))(piVar2,"damage",fVar4);
      (**(code **)(*piVar2 + 0x30))(piVar2,"priority",4);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
    }
  }
  return (longdouble)fVar4;
}

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)