L L4D2node

CBaseCombatCharacter::CalcDamageForceVector

0x005f3750 · 1177 bytes · __cdecl

_ZN20CBaseCombatCharacter21CalcDamageForceVectorERK15CTakeDamageInfo

Decompiled

undefined (1 param)

/* WARNING: Removing unreachable block (ram,0x005f3a08) */
/* WARNING: Removing unreachable block (ram,0x005f3c0f) */
/* CBaseCombatCharacter::CalcDamageForceVector(CTakeDamageInfo const&) */

CTakeDamageInfo * CBaseCombatCharacter::CalcDamageForceVector(CTakeDamageInfo *param_1)

{
  char cVar1;
  int iVar2;
  undefined *puVar3;
  int iVar4;
  int *piVar5;
  longdouble lVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  int in_stack_00000008;
  float *in_stack_0000000c;
  float local_28;
  float local_24;
  float local_20;
  
  cVar1 = (**(code **)(*g_pGameRules + 0x50))(g_pGameRules,in_stack_0000000c[0x12]);
  if ((((*in_stack_0000000c == vec3_origin) && (in_stack_0000000c[1] == DAT_01053d4c)) &&
      (in_stack_0000000c[2] == DAT_01053d50)) && (cVar1 == '\0')) {
    fVar7 = in_stack_0000000c[0xc];
    if ((((fVar7 != -NAN) &&
         (puVar3 = g_pEntityList + ((uint)fVar7 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
        && ((*(uint *)(puVar3 + 8) == (uint)fVar7 >> 0xc &&
            (iVar4 = *(int *)(puVar3 + 4), iVar4 != 0)))) ||
       (((fVar7 = in_stack_0000000c[0xd], fVar7 != -NAN &&
         (puVar3 = g_pEntityList + ((uint)fVar7 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
        && ((*(uint *)(puVar3 + 8) == (uint)fVar7 >> 0xc &&
            (iVar4 = *(int *)(puVar3 + 4), iVar4 != 0)))))) {
      fVar7 = in_stack_0000000c[0xf] * 300.0;
      if (((uint)in_stack_0000000c[0x12] & 0x40) == 0) {
        if (in_stack_00000008 == iVar4) {
          lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
          local_28 = (float)lVar6;
          lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xbf800000,0x3f800000);
          local_20 = 0.0;
          local_24 = (float)lVar6;
          lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x447a0000,0x44fa0000);
        }
        else {
          if (*(char *)(iVar4 + 0x186) != '\x06') {
            local_24 = *(float *)(in_stack_00000008 + 0x3a0) - *(float *)(iVar4 + 0x3a0);
            local_20 = *(float *)(in_stack_00000008 + 0x3a4) - *(float *)(iVar4 + 0x3a4);
            local_28 = *(float *)(in_stack_00000008 + 0x39c) - *(float *)(iVar4 + 0x39c);
            VectorNormalize((Vector *)&local_28);
            goto LAB_005f394a;
          }
          piVar5 = *(int **)(in_stack_00000008 + 0x238);
          if (piVar5 == (int *)0x0) {
            piVar5 = *(int **)(iVar4 + 0x238);
          }
          (**(code **)(*piVar5 + 0xd4))(piVar5,&local_28,0);
          lVar6 = (longdouble)(**(code **)(*piVar5 + 0x78))(piVar5);
        }
        fVar7 = (float)lVar6;
      }
      else {
        if ((AllocTempVector()::s_vecTemp == '\0') &&
           (iVar2 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar2 != 0)) {
          __cxa_guard_release(&AllocTempVector()::s_vecTemp);
        }
        if ((AllocTempVector()::s_nIndex == '\0') &&
           (iVar2 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar2 != 0)) {
          AllocTempVector()::s_nIndex = 0;
          __cxa_guard_release(&AllocTempVector()::s_nIndex);
        }
        AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
        LOCK();
        UNLOCK();
        iVar2 = AllocTempVector()::s_nIndex * 0xc;
        *(float *)(AllocTempVector()::s_vecTemp + iVar2) =
             *(float *)(in_stack_00000008 + 0x1a8) - *(float *)(in_stack_00000008 + 0x19c);
        *(float *)(AllocTempVector()::s_vecTemp + iVar2 + 4) =
             *(float *)(in_stack_00000008 + 0x1ac) - *(float *)(in_stack_00000008 + 0x1a0);
        fVar8 = *(float *)(in_stack_00000008 + 0x1b0) - *(float *)(in_stack_00000008 + 0x1a4);
        *(float *)(AllocTempVector()::s_vecTemp + iVar2 + 8) = fVar8;
        local_24 = *(float *)(in_stack_00000008 + 0x3a0) - *(float *)(iVar4 + 0x3a0);
        local_20 = (fVar8 - *(float *)(iVar4 + 0x3a4)) + *(float *)(in_stack_00000008 + 0x3a4);
        local_28 = *(float *)(in_stack_00000008 + 0x39c) - *(float *)(iVar4 + 0x39c);
        VectorNormalize((Vector *)&local_28);
        local_20 = local_20 * 1.375;
        local_24 = local_24 * 1.375;
        local_28 = local_28 * 1.375;
      }
LAB_005f394a:
      *(float *)param_1 = local_28 * fVar7;
      *(float *)(param_1 + 4) = local_24 * fVar7;
      *(float *)(param_1 + 8) = fVar7 * local_20;
      return param_1;
    }
    *(float *)param_1 = vec3_origin;
    *(float *)(param_1 + 4) = DAT_01053d4c;
    *(float *)(param_1 + 8) = DAT_01053d50;
  }
  else {
    if (((uint)in_stack_0000000c[0x12] & 0x40) != 0) {
      lVar6 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3f59999a,0x3f933333);
      fVar7 = in_stack_0000000c[2];
      fVar8 = (float)lVar6;
      fVar10 = *in_stack_0000000c * fVar8;
      fVar9 = in_stack_0000000c[1] * fVar8;
      if (0.0 < fVar7) {
        fVar8 = 1.15;
      }
      *(float *)param_1 = fVar10;
      *(float *)(param_1 + 4) = fVar9;
      *(float *)(param_1 + 8) = fVar8 * fVar7;
      return param_1;
    }
    *(float *)param_1 = *in_stack_0000000c;
    *(float *)(param_1 + 4) = in_stack_0000000c[1];
    *(float *)(param_1 + 8) = in_stack_0000000c[2];
  }
  return param_1;
}

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)