L L4D2node

CTerrorGameRules::GetAmmoDamage

0x005043f0 · 279 bytes · __thiscall

_ZN16CTerrorGameRules13GetAmmoDamageEP11CBaseEntityS1_i

Decompiled

undefined (4 params)

/* CTerrorGameRules::GetAmmoDamage(CBaseEntity*, CBaseEntity*, int) */

longdouble __thiscall
CTerrorGameRules::GetAmmoDamage
          (CTerrorGameRules *this,CBaseEntity *param_1,CBaseEntity *param_2,int param_3)

{
  char cVar1;
  CAmmoDef *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  longdouble lVar4;
  float fVar5;
  
  this_00 = (CAmmoDef *)GetAmmoDef();
  iVar2 = CAmmoDef::Index(this_00,"AMMO_TYPE_TURRET");
  if (iVar2 != param_3) {
    lVar4 = (longdouble)CGameRules::GetAmmoDamage((CGameRules *)this,param_1,param_2,param_3);
    return lVar4;
  }
  iVar2 = CBaseEntity::GetTeamNumber(param_2);
  cVar1 = IsASurvivorTeam(iVar2);
  if (cVar1 != '\0') {
    fVar5 = *(float *)(ammo_turret_survivor_damage._28_4_ + 0x2c);
    goto LAB_0050445e;
  }
  cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)param_2 + 0x16c))();
    pCVar3 = (CBaseEntity *)0x0;
    if (cVar1 != '\0') {
      pCVar3 = param_2;
    }
    iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
    if (iVar2 == 3) {
      iVar2 = (**(code **)(*(int *)pCVar3 + 0x544))(pCVar3);
      if (iVar2 == 8) {
        fVar5 = *(float *)(ammo_turret_tank_damage._28_4_ + 0x2c);
        goto LAB_0050445e;
      }
    }
    fVar5 = *(float *)(ammo_turret_pz_damage._28_4_ + 0x2c);
    goto LAB_0050445e;
  }
  pCVar3 = (CBaseEntity *)(**(code **)(*(int *)param_2 + 0x14c))(param_2);
  if (pCVar3 == (CBaseEntity *)0x0) {
LAB_00504508:
    fVar5 = *(float *)(ammo_turret_infected_damage._28_4_ + 0x2c);
  }
  else {
    iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
    if (iVar2 == 3) {
      iVar2 = (**(code **)(*(int *)pCVar3 + 0x544))(pCVar3);
      if (iVar2 != 7) goto LAB_00504508;
    }
    fVar5 = *(float *)(ammo_turret_witch_damage._28_4_ + 0x2c);
  }
LAB_0050445e:
  return (longdouble)fVar5;
}

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)