L L4D2node

CMultiplayRules::FlPlayerFallDamage

0x0046eef0 · 159 bytes · __thiscall

_ZN15CMultiplayRules18FlPlayerFallDamageEP11CBasePlayer

Decompiled

undefined (2 params)

/* CMultiplayRules::FlPlayerFallDamage(CBasePlayer*) */

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

{
  float fVar1;
  float fVar2;
  
  fVar1 = 10.0;
  if ((int)*(float *)(falldamage._28_4_ + 0x2c) == 1) {
    fVar2 = *(float *)(param_1 + 0x1aa4) - SafeFallSpeed;
    fVar1 = SafeFallSpeed;
    if (*(float *)(param_1 + 0x1aa4) != fVar2) {
      (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1aa4);
      fVar1 = SafeFallSpeed;
      *(float *)(param_1 + 0x1aa4) = fVar2;
    }
    fVar1 = (fVar2 * 100.0) / (FatalFallSpeed - fVar1);
  }
  return (longdouble)fVar1;
}

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)