L L4D2node

CCollisionEvent::RestoreDamageInflictorState

0x0077b420 · 334 bytes · __thiscall

_ZN15CCollisionEvent27RestoreDamageInflictorStateEif

Decompiled

undefined (3 params)

/* CCollisionEvent::RestoreDamageInflictorState(int, float) */

void __thiscall
CCollisionEvent::RestoreDamageInflictorState(CCollisionEvent *this,int param_1,float param_2)

{
  float *pfVar1;
  float fVar2;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  pfVar1 = (float *)(*(int *)(this + 0x10c) + param_1 * 0x24);
  if (*(short *)((int)pfVar1 + 0x22) == 0) {
    *(undefined2 *)((int)pfVar1 + 0x22) = 1;
    if (0.0 < param_2) {
      (**(code **)(*(int *)pfVar1[6] + 0xd4))((int *)pfVar1[6],&local_24,&local_18);
      fVar2 = 1.0 - param_2;
      pfVar1[1] = local_20 * fVar2 + pfVar1[1] * param_2;
      pfVar1[2] = local_1c * fVar2 + pfVar1[2] * param_2;
      *pfVar1 = local_24 * fVar2 + *pfVar1 * param_2;
      pfVar1[4] = local_14 * fVar2 + pfVar1[4] * param_2;
      pfVar1[5] = local_10 * fVar2 + pfVar1[5] * param_2;
      pfVar1[3] = fVar2 * local_18 + pfVar1[3] * param_2;
      (**(code **)(*(int *)pfVar1[6] + 0xcc))((int *)pfVar1[6],pfVar1,pfVar1 + 3);
    }
    if (-1 < *(short *)(pfVar1 + 8)) {
      RestoreDamageInflictorState(this,(int)*(short *)(pfVar1 + 8),param_2);
    }
  }
  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)