L L4D2node

CalculateBulletDamageForce

0x004c86a0 · 195 bytes · __cdecl

_Z26CalculateBulletDamageForceP15CTakeDamageInfoiRK6VectorS3_f

Decompiled

undefined (5 params)

/* CalculateBulletDamageForce(CTakeDamageInfo*, int, Vector const&, Vector const&, float) */

void CalculateBulletDamageForce
               (CTakeDamageInfo *param_1,int param_2,Vector *param_3,Vector *param_4,float param_5)

{
  float fVar1;
  float fVar2;
  CAmmoDef *this;
  longdouble lVar3;
  float local_18;
  float local_14;
  float local_10;
  
  *(undefined4 *)(param_1 + 0xc) = *(undefined4 *)param_4;
  *(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(param_4 + 4);
  *(undefined4 *)(param_1 + 0x14) = *(undefined4 *)(param_4 + 8);
  local_18 = *(float *)param_3;
  local_14 = *(float *)(param_3 + 4);
  local_10 = *(float *)(param_3 + 8);
  VectorNormalize((Vector *)&local_18);
  this = (CAmmoDef *)GetAmmoDef();
  lVar3 = (longdouble)CAmmoDef::DamageForce(this,param_2);
  fVar2 = (float)lVar3;
  fVar1 = *(float *)(phys_pushscale._28_4_ + 0x2c);
  *(float *)(param_1 + 4) = local_14 * fVar1 * param_5 * fVar2;
  *(float *)(param_1 + 8) = local_10 * fVar1 * param_5 * fVar2;
  *(float *)param_1 = fVar1 * local_18 * param_5 * fVar2;
  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)