L L4D2node

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 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)