CSingleplayRules::FlPlayerFallDamage
0x004b17a0 · 130 bytes · __thiscall
_ZN16CSingleplayRules18FlPlayerFallDamageEP11CBasePlayer
Decompiled
undefined (2 params)
/* CSingleplayRules::FlPlayerFallDamage(CBasePlayer*) */
longdouble __thiscall
CSingleplayRules::FlPlayerFallDamage(CSingleplayRules *this,CBasePlayer *param_1)
{
float fVar1;
float fVar2;
fVar1 = *(float *)(param_1 + 0x1aa4) - SafeFallSpeed;
fVar2 = SafeFallSpeed;
if (*(float *)(param_1 + 0x1aa4) != fVar1) {
(**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1aa4);
fVar2 = SafeFallSpeed;
*(float *)(param_1 + 0x1aa4) = fVar1;
}
return (longdouble)((fVar1 * 100.0) / (FatalFallSpeed - fVar2));
}
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.