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 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.