L L4D2node

CCollisionEvent::AddDamageInflictor

0x0077fbc0 · 486 bytes · __thiscall

_ZN15CCollisionEvent18AddDamageInflictorEP14IPhysicsObjectfRK6VectorS4_b

Decompiled

undefined (6 params)

/* CCollisionEvent::AddDamageInflictor(IPhysicsObject*, float, Vector const&, Vector const&, bool)
    */

uint __thiscall
CCollisionEvent::AddDamageInflictor
          (CCollisionEvent *this,IPhysicsObject *param_1,float param_2,Vector *param_3,
          Vector *param_4,bool param_5)

{
  undefined4 uVar1;
  uint uVar2;
  IPhysicsObject *pIVar3;
  int *piVar4;
  int iVar5;
  uint uVar6;
  uint uVar7;
  int iVar8;
  undefined4 *puVar9;
  Vector local_1034 [12];
  Vector local_1028 [12];
  int local_101c [1027];
  
  uVar2 = *(uint *)(this + 0x118);
  CUtlVector<inflictorstate_t,CUtlMemory<inflictorstate_t,int>>::GrowVector
            ((CUtlVector<inflictorstate_t,CUtlMemory<inflictorstate_t,int>> *)(this + 0x10c),1);
  if (0 < (int)(~uVar2 + *(int *)(this + 0x118))) {
    _V_memmove((void *)(*(int *)(this + 0x10c) + 0x24 + uVar2 * 0x24),
               (void *)(*(int *)(this + 0x10c) + uVar2 * 0x24),
               (~uVar2 + *(int *)(this + 0x118)) * 0x24);
  }
  puVar9 = (undefined4 *)(uVar2 * 0x24 + *(int *)(this + 0x10c));
  puVar9[6] = param_1;
  *puVar9 = *(undefined4 *)param_3;
  puVar9[1] = *(undefined4 *)(param_3 + 4);
  puVar9[2] = *(undefined4 *)(param_3 + 8);
  puVar9[3] = *(undefined4 *)param_4;
  puVar9[4] = *(undefined4 *)(param_4 + 4);
  uVar1 = *(undefined4 *)(param_4 + 8);
  puVar9[7] = param_2;
  *(undefined2 *)((int)puVar9 + 0x22) = 0;
  puVar9[5] = uVar1;
  *(undefined2 *)(puVar9 + 8) = 0xffff;
  if ((param_5) &&
     (piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x48))(param_1), piVar4 != (int *)0x0)) {
    iVar8 = 0;
    iVar5 = (**(code **)(*piVar4 + 0x2b8))(piVar4,local_101c,0x400);
    uVar7 = uVar2;
    if (1 < iVar5) {
      do {
        pIVar3 = (IPhysicsObject *)local_101c[iVar8];
        uVar6 = uVar7;
        if (pIVar3 != param_1) {
          (**(code **)(*(int *)pIVar3 + 0xd4))(pIVar3,local_1034,local_1028);
          uVar6 = AddDamageInflictor(this,(IPhysicsObject *)local_101c[iVar8],param_2,local_1034,
                                     local_1028,false);
          *(short *)(uVar7 * 0x24 + *(int *)(this + 0x10c) + 0x20) = (short)uVar6;
        }
        iVar8 = iVar8 + 1;
        uVar7 = uVar6;
      } while (iVar8 != iVar5);
    }
  }
  return uVar2;
}

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)