L L4D2node

CBaseCombatCharacter::ApplyStressDamage

0x005f50b0 · 302 bytes · __thiscall

_ZN20CBaseCombatCharacter17ApplyStressDamageEP14IPhysicsObjectb

Decompiled

undefined (3 params)

/* CBaseCombatCharacter::ApplyStressDamage(IPhysicsObject*, bool) */

void __thiscall
CBaseCombatCharacter::ApplyStressDamage
          (CBaseCombatCharacter *this,IPhysicsObject *param_1,bool param_2)

{
  CBaseEntity *pCVar1;
  CBaseEntity *pCVar2;
  longdouble lVar3;
  vphysics_objectstress_t local_78 [4];
  float local_74;
  char local_6f;
  undefined4 local_6c;
  undefined4 local_68;
  float local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  
  lVar3 = (longdouble)CalculatePhysicsStressDamage(this,local_78,param_1);
  if ((0.0 < (float)lVar3) && ((!param_2 || (local_6f != '\0')))) {
    pCVar1 = (CBaseEntity *)GetWorldEntity();
    pCVar2 = (CBaseEntity *)GetWorldEntity();
    CTakeDamageInfo::CTakeDamageInfo
              ((CTakeDamageInfo *)&local_6c,pCVar2,pCVar1,(Vector *)&vec3_origin,
               (Vector *)&vec3_origin,(float)lVar3,1,0,(Vector *)0x0);
    local_6c = 0;
    local_68 = 0;
    local_64 = *(float *)(sv_gravity._28_4_ + 0x2c) * *(float *)(gpGlobals + 0x10) * -local_74;
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_60 = *(undefined4 *)(this + 0x2e0);
    local_5c = *(undefined4 *)(this + 0x2e4);
    local_58 = *(undefined4 *)(this + 0x2e8);
    CBaseEntity::TakeDamage((CBaseEntity *)this,(CTakeDamageInfo *)&local_6c);
  }
  return;
}

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)