L L4D2node

CTerrorMeleeWeapon::GetDamageForVictim

0x00569260 · 246 bytes · __thiscall

_ZN18CTerrorMeleeWeapon18GetDamageForVictimEP11CBaseEntity

Decompiled

undefined (2 params)

/* CTerrorMeleeWeapon::GetDamageForVictim(CBaseEntity*) */

longdouble __thiscall
CTerrorMeleeWeapon::GetDamageForVictim(CTerrorMeleeWeapon *this,CBaseEntity *param_1)

{
  int iVar1;
  int *piVar2;
  undefined4 uVar3;
  float fVar4;
  
  iVar1 = CMeleeWeaponInfoStore::GetMeleeWeaponInfo
                    ((CMeleeWeaponInfoStore *)g_MeleeWeaponInfoStore,*(int *)(this + 0x17e0));
  piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
  fVar4 = 175.0;
  if (piVar2 != (int *)0x0) {
    uVar3 = (**(code **)(*piVar2 + 0x544))(piVar2);
    switch(uVar3) {
    case 0:
    case 1:
    case 2:
    case 3:
    case 4:
    case 5:
      return (longdouble)piVar2[0x40];
    case 6:
      iVar1 = (**(code **)(*piVar2 + 0x1fc))(piVar2);
      return (longdouble)((float)iVar1 * 0.65);
    case 7:
      iVar1 = (**(code **)(*piVar2 + 0x1fc))(piVar2);
      return (longdouble)((float)iVar1 * 0.25);
    case 8:
      iVar1 = (**(code **)(*piVar2 + 0x1fc))(piVar2);
      return (longdouble)((float)iVar1 * 0.05);
    default:
      fVar4 = *(float *)(iVar1 + 0x120);
    }
  }
  return (longdouble)fVar4;
}

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)