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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.