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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.