L L4D2node

CCollisionEvent::AddDamageEvent

0x0077ffc0 · 78 bytes · __thiscall

_ZN15CCollisionEvent14AddDamageEventEP11CBaseEntityRK15CTakeDamageInfoP14IPhysicsObjectbRK6VectorS9_

Decompiled

undefined (7 params)

/* CCollisionEvent::AddDamageEvent(CBaseEntity*, CTakeDamageInfo const&, IPhysicsObject*, bool,
   Vector const&, Vector const&) */

CCollisionEvent * __thiscall
CCollisionEvent::AddDamageEvent
          (CCollisionEvent *this,CBaseEntity *param_1,CTakeDamageInfo *param_2,
          IPhysicsObject *param_3,bool param_4,Vector *param_5,Vector *param_6)

{
  CCollisionEvent *pCVar1;
  
  if (((byte)param_1[0x14c] & 1) != 0) {
    return this;
  }
  pCVar1 = (CCollisionEvent *)
           AddDamageEvent((CCollisionEvent *)param_3,(CBaseEntity *)(uint)param_4,
                          (CTakeDamageInfo *)param_5,(IPhysicsObject *)param_6,param_4,param_5,
                          param_6);
  return pCVar1;
}

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)