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 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.