L L4D2node

CBreakable::VPhysicsCollision

0x006b1df0 · 760 bytes · __thiscall

_ZN10CBreakable17VPhysicsCollisionEiP21gamevcollisionevent_t

Decompiled

undefined (3 params)

/* CBreakable::VPhysicsCollision(int, gamevcollisionevent_t*) */

void __thiscall
CBreakable::VPhysicsCollision(CBreakable *this,int param_1,gamevcollisionevent_t *param_2)

{
  gamevcollisionevent_t *pgVar1;
  float fVar2;
  int iVar3;
  int **ppiVar4;
  longdouble lVar5;
  int *local_e0;
  undefined1 local_7c [108];
  
  local_e0 = (int *)0x6b1e15;
  CBaseEntity::VPhysicsCollision((CBaseEntity *)this,param_1,param_2);
  local_e0 = (int *)0x6b1e2a;
  (**(code **)(**(int **)(param_2 + 0x1c) + 4))();
  pgVar1 = param_2 + param_1 * 4;
  local_e0 = (int *)0x6b1e3d;
  lVar5 = (longdouble)(**(code **)(**(int **)pgVar1 + 0x78))();
  iVar3 = param_1 * 0xc;
  fVar2 = (float)lVar5;
  if ((((*(float *)(param_2 + iVar3 + 0x38) * fVar2 == vec3_origin) &&
       (*(float *)(param_2 + iVar3 + 0x3c) * fVar2 == DAT_01053d4c)) &&
      (fVar2 * *(float *)(param_2 + iVar3 + 0x40) == DAT_01053d50)) &&
     (*(int **)(param_2 + (uint)(param_1 == 0) * 4) != (int *)0x0)) {
    local_e0 = (int *)0x6b205d;
    (**(code **)(**(int **)(param_2 + (uint)(param_1 == 0) * 4) + 0x78))();
  }
  if ((*(uint *)(this + 0x148) & 0x200) == 0) {
    if ((*(uint *)(this + 0x148) & 0x400) != 0) {
      return;
    }
    iVar3 = *(int *)(param_2 + ((param_1 == 0) + 0x18) * 4 + 8);
    local_e0 = (int *)0x6b1f7d;
    (**(code **)(*(int *)(this + 0x440) + 0x4c))();
    local_e0 = (int *)param_1;
    lVar5 = (longdouble)CalculateDefaultPhysicsDamage();
    if ((float)lVar5 <= 0.0) {
      return;
    }
    ppiVar4 = &local_e0;
    if (*(int *)(this + 0x44c) == 0) {
      local_e0 = *(int **)pgVar1;
      (**(code **)(*local_e0 + 0x74))();
      ppiVar4 = &local_e0;
    }
  }
  else {
    this[0x478] = (CBreakable)0x1;
    iVar3 = *(int *)(param_2 + ((param_1 == 0) + 0x18) * 4 + 8);
    ppiVar4 = (int **)&stack0xffffff24;
    if (*(int *)(this + 0x44c) == 0) {
      local_e0 = (int *)0x6b20ce;
      (**(code **)(**(int **)pgVar1 + 0x74))();
      ppiVar4 = (int **)&stack0xffffff24;
    }
  }
  ppiVar4[2] = (int *)iVar3;
  ppiVar4[1] = (int *)iVar3;
  *ppiVar4 = (int *)local_7c;
  ppiVar4[-1] = (int *)0x6b1f22;
  CTakeDamageInfo::CTakeDamageInfo
            ((CTakeDamageInfo *)*ppiVar4,(CBaseEntity *)ppiVar4[1],(CBaseEntity *)ppiVar4[2],
             (Vector *)ppiVar4[3],(Vector *)ppiVar4[4],(float)ppiVar4[5],(int)ppiVar4[6],
             (int)ppiVar4[7],(Vector *)ppiVar4[8]);
  ppiVar4[3] = (int *)param_1;
  ppiVar4[2] = (int *)param_2;
  *ppiVar4 = (int *)this;
  ppiVar4[1] = (int *)local_7c;
  ppiVar4[-1] = (int *)0x6b1f3c;
  PhysCallbackDamage((CBaseEntity *)*ppiVar4,(CTakeDamageInfo *)ppiVar4[1],
                     (gamevcollisionevent_t *)ppiVar4[2],(int)ppiVar4[3]);
  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)