L L4D2node

CBaseCombatCharacter::GetPhysicsImpactDamageTable

0x005ef770 · 10 bytes · __cdecl

_ZN20CBaseCombatCharacter27GetPhysicsImpactDamageTableEv

Decompiled

undefined (0 params)

/* CBaseCombatCharacter::GetPhysicsImpactDamageTable() */

undefined1 * CBaseCombatCharacter::GetPhysicsImpactDamageTable(void)

{
  return gDefaultNPCImpactDamageTable;
}

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)