L L4D2node

CCollisionEvent::GetInflictorVelocity

0x0077c5f0 · 147 bytes · __thiscall

_ZN15CCollisionEvent20GetInflictorVelocityEP14IPhysicsObjectR6VectorS3_

Decompiled

undefined (4 params)

/* CCollisionEvent::GetInflictorVelocity(IPhysicsObject*, Vector&, Vector&) */

undefined4 __thiscall
CCollisionEvent::GetInflictorVelocity
          (CCollisionEvent *this,IPhysicsObject *param_1,Vector *param_2,Vector *param_3)

{
  undefined4 *puVar1;
  int iVar2;
  undefined4 *puVar3;
  
  iVar2 = *(int *)(this + 0x118) + -1;
  if (iVar2 < 0) {
    return 0;
  }
  puVar3 = (undefined4 *)(*(int *)(this + 0x10c) + iVar2 * 0x24);
  if (param_1 != (IPhysicsObject *)puVar3[6]) {
    puVar1 = (undefined4 *)(*(int *)(this + 0x10c) + -0x24 + iVar2 * 0x24);
    do {
      puVar3 = puVar1;
      iVar2 = iVar2 + -1;
      if (iVar2 == -1) {
        return 0;
      }
      puVar1 = puVar3 + -9;
    } while (param_1 != (IPhysicsObject *)puVar3[6]);
  }
  *(undefined4 *)param_2 = *puVar3;
  *(undefined4 *)(param_2 + 4) = puVar3[1];
  *(undefined4 *)(param_2 + 8) = puVar3[2];
  *(undefined4 *)param_3 = puVar3[3];
  *(undefined4 *)(param_3 + 4) = puVar3[4];
  *(undefined4 *)(param_3 + 8) = puVar3[5];
  return 1;
}

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)