CCollisionEvent::FindDamageInflictor
0x0077c700 · 71 bytes · __thiscall
_ZN15CCollisionEvent19FindDamageInflictorEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CCollisionEvent::FindDamageInflictor(IPhysicsObject*) */
int __thiscall CCollisionEvent::FindDamageInflictor(CCollisionEvent *this,IPhysicsObject *param_1)
{
int *piVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0x118) + -1;
if (iVar2 < 0) {
iVar2 = -1;
}
else if (*(IPhysicsObject **)(*(int *)(this + 0x10c) + 0x18 + iVar2 * 0x24) != param_1) {
iVar3 = *(int *)(this + 0x10c) + 0x24 + iVar2 * 0x24;
do {
iVar2 = iVar2 + -1;
if (iVar2 == -1) {
return -1;
}
piVar1 = (int *)(iVar3 + -0x30);
iVar3 = iVar3 + -0x24;
} while ((IPhysicsObject *)*piVar1 != param_1);
}
return iVar2;
}
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.