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 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.