GuessDamageForce
0x004c8840 · 137 bytes · __cdecl
_Z16GuessDamageForceP15CTakeDamageInfoRK6VectorS3_f
Decompiled
undefined (4 params)
/* GuessDamageForce(CTakeDamageInfo*, Vector const&, Vector const&, float) */
void GuessDamageForce(CTakeDamageInfo *param_1,Vector *param_2,Vector *param_3,float param_4)
{
CAmmoDef *this;
int iVar1;
if ((*(uint *)(param_1 + 0x48) & 2) != 0) {
this = (CAmmoDef *)GetAmmoDef();
iVar1 = CAmmoDef::Index(this,"SMG1");
CalculateBulletDamageForce(param_1,iVar1,param_2,param_3,param_4);
return;
}
if ((*(uint *)(param_1 + 0x48) & 0x40) == 0) {
CalculateMeleeDamageForce(param_1,param_2,param_3,param_4);
return;
}
CalculateExplosiveDamageForce(param_1,param_2,param_3,param_4);
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.