CCollisionEvent::RestoreDamageInflictorState
0x0077b570 · 288 bytes · __thiscall
_ZN15CCollisionEvent27RestoreDamageInflictorStateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CCollisionEvent::RestoreDamageInflictorState(IPhysicsObject*) */
void __thiscall
CCollisionEvent::RestoreDamageInflictorState(CCollisionEvent *this,IPhysicsObject *param_1)
{
int iVar1;
uint uVar2;
int iVar3;
int iVar4;
longdouble lVar5;
float fVar6;
if ((param_1 != (IPhysicsObject *)0x0) && (iVar3 = *(int *)(this + 0x118) + -1, -1 < iVar3)) {
iVar4 = *(int *)(this + 0x10c) + iVar3 * 0x24;
if (param_1 != *(IPhysicsObject **)(iVar4 + 0x18)) {
iVar1 = *(int *)(this + 0x10c) + -0x24 + iVar3 * 0x24;
do {
iVar4 = iVar1;
iVar3 = iVar3 + -1;
if (iVar3 == -1) {
return;
}
iVar1 = iVar4 + -0x24;
} while (param_1 != *(IPhysicsObject **)(iVar4 + 0x18));
}
if (*(short *)(iVar4 + 0x22) == 0) {
lVar5 = (longdouble)(**(code **)(**(int **)(iVar4 + 0x18) + 0x78))(*(int **)(iVar4 + 0x18));
if ((500.0 <= (float)lVar5) ||
(uVar2 = (**(code **)(**(int **)(iVar4 + 0x18) + 0x50))(*(int **)(iVar4 + 0x18)),
(uVar2 & 1) != 0)) {
fVar6 = 1.0;
}
else {
uVar2 = -(uint)(0.0 < *(float *)(iVar4 + 0x1c));
fVar6 = (float)lVar5 / (float)(~uVar2 & 0x3f800000 | (uint)*(float *)(iVar4 + 0x1c) & uVar2)
;
if (fVar6 <= 0.1) {
fVar6 = 0.1;
}
if (10.0 <= fVar6) {
fVar6 = 10.0;
}
if (fVar6 < 1.0) {
fVar6 = (fVar6 + -0.1) * 0.5555556;
}
else {
fVar6 = (fVar6 + -1.0) * 0.055555556 + 0.5;
}
}
RestoreDamageInflictorState(this,iVar3,fVar6);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.