L L4D2node

CFuncRotating::HurtTouch

0x00630df0 · 340 bytes · __thiscall

_ZN13CFuncRotating9HurtTouchEP11CBaseEntity

Decompiled

undefined (2 params)

/* CFuncRotating::HurtTouch(CBaseEntity*) */

void __thiscall CFuncRotating::HurtTouch(CFuncRotating *this,CBaseEntity *param_1)

{
  float *pfVar1;
  float fVar2;
  float local_7c;
  float local_78;
  float local_74;
  
  if (param_1[0x105] == (CBaseEntity)0x0) {
    return;
  }
  fVar2 = SQRT(*(float *)(this + 0x284) * *(float *)(this + 0x284) +
               *(float *)(this + 0x280) * *(float *)(this + 0x280) +
               *(float *)(this + 0x288) * *(float *)(this + 0x288)) * 0.1;
  *(float *)(this + 0x460) = fVar2;
  CTakeDamageInfo::CTakeDamageInfo
            ((CTakeDamageInfo *)&local_7c,(CBaseEntity *)this,(CBaseEntity *)this,fVar2,1,0);
  CBaseEntity::TakeDamage(param_1,(CTakeDamageInfo *)&local_7c);
  pfVar1 = (float *)(**(code **)(*(int *)this + 0x288))(this);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  local_7c = *(float *)(param_1 + 0x2e0) - *pfVar1;
  local_78 = *(float *)(param_1 + 0x2e4) - pfVar1[1];
  local_74 = *(float *)(param_1 + 0x2e8) - pfVar1[2];
  VectorNormalize((Vector *)&local_7c);
  fVar2 = *(float *)(this + 0x460);
  local_7c = local_7c * fVar2;
  local_78 = local_78 * fVar2;
  local_74 = fVar2 * local_74;
  CBaseEntity::SetAbsVelocity(param_1,(Vector *)&local_7c);
  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)