L L4D2node

CalculateExplosiveDamageForce

0x004c8590 · 265 bytes · __cdecl

_Z29CalculateExplosiveDamageForceP15CTakeDamageInfoRK6VectorS3_f

Decompiled

undefined (4 params)

/* CalculateExplosiveDamageForce(CTakeDamageInfo*, Vector const&, Vector const&, float) */

void CalculateExplosiveDamageForce
               (CTakeDamageInfo *param_1,Vector *param_2,Vector *param_3,float param_4)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float local_18;
  float local_14;
  float local_10;
  
  *(undefined4 *)(param_1 + 0xc) = *(undefined4 *)param_3;
  *(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(param_1 + 0x14) = *(undefined4 *)(param_3 + 8);
  fVar3 = *(float *)(param_1 + 0x44);
  if (fVar3 == 3.4028235e+38) {
    fVar3 = *(float *)(param_1 + 0x3c);
  }
  fVar3 = fVar3 * 300.0;
  if (30000.0 <= fVar3) {
    fVar3 = 30000.0;
  }
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3f59999a,0x3f933333);
  local_18 = *(float *)param_2;
  local_14 = *(float *)(param_2 + 4);
  fVar3 = fVar3 * (float)lVar2;
  local_10 = *(float *)(param_2 + 8);
  VectorNormalize((Vector *)&local_18);
  fVar1 = *(float *)(phys_pushscale._28_4_ + 0x2c);
  *(float *)(param_1 + 4) = local_14 * fVar1 * param_4 * fVar3;
  *(float *)(param_1 + 8) = local_10 * fVar1 * param_4 * fVar3;
  *(float *)param_1 = fVar1 * local_18 * param_4 * fVar3;
  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)