L L4D2node

ThrowImpactedSurvivor

0x004d3410 · 738 bytes · __cdecl

_Z21ThrowImpactedSurvivorP13CTerrorPlayerS0_fb

Decompiled

undefined (4 params)

/* ThrowImpactedSurvivor(CTerrorPlayer*, CTerrorPlayer*, float, bool) */

void ThrowImpactedSurvivor(CTerrorPlayer *param_1,CTerrorPlayer *param_2,float param_3,bool param_4)

{
  code *pcVar1;
  int iVar2;
  int *piVar3;
  undefined4 uVar4;
  float fVar5;
  float fVar6;
  float local_88;
  float local_84;
  float local_80;
  float local_7c;
  float local_78;
  float local_74;
  
  if (((byte)param_1[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_1);
  }
  local_88 = *(float *)(param_1 + 0x274);
  local_80 = 0.0;
  local_84 = *(float *)(param_1 + 0x278);
  VectorNormalize((Vector *)&local_88);
  local_80 = 0.9;
  VectorNormalize((Vector *)&local_88);
  if (param_2[0x186] == (CTerrorPlayer)0x9) {
    CBaseEntity::SetMoveType((CBaseEntity *)param_2,2,0);
  }
  fVar6 = *(float *)(z_charge_damage._28_4_ + 0x2c);
  iVar2 = GetDifficulty();
  if (iVar2 == 2) {
    fVar6 = fVar6 * 1.5;
  }
  else if (iVar2 == 3) {
    fVar6 = fVar6 + fVar6;
  }
  else if (iVar2 == 0) {
    fVar6 = fVar6 * 0.5;
  }
  fVar5 = param_3 * *(float *)(z_charge_force._28_4_ + 0x2c);
  if (fVar5 <= *(float *)(z_charge_min_force._28_4_ + 0x2c)) {
    fVar5 = *(float *)(z_charge_min_force._28_4_ + 0x2c);
  }
  if (param_4) {
    CTakeDamageInfo::CTakeDamageInfo
              ((CTakeDamageInfo *)&local_7c,(CBaseEntity *)param_1,(CBaseEntity *)param_1,fVar6,0x80
               ,0);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
    CalculateMeleeDamageForce
              ((CTakeDamageInfo *)&local_7c,(Vector *)&local_88,(Vector *)(param_1 + 0x2e0),0.01);
    CBaseEntity::TakeDamage((CBaseEntity *)param_2,(CTakeDamageInfo *)&local_7c);
  }
  local_7c = local_88 * fVar5;
  local_78 = local_84 * fVar5;
  local_74 = fVar5 * local_80;
  CTerrorPlayer::Fling(param_2,(CTakeDamageInfo *)&local_7c,0x4c,param_1,0x40400000);
  piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"charger_impact",0,0);
  if (piVar3 != (int *)0x0) {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
    (*pcVar1)(piVar3,"victim",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  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)