L L4D2node

PhysCallbackDamage

0x00780020 · 88 bytes · __cdecl

_Z18PhysCallbackDamageP11CBaseEntityRK15CTakeDamageInfoR21gamevcollisionevent_ti

Decompiled

undefined (4 params)

/* PhysCallbackDamage(CBaseEntity*, CTakeDamageInfo const&, gamevcollisionevent_t&, int) */

void PhysCallbackDamage(CBaseEntity *param_1,CTakeDamageInfo *param_2,gamevcollisionevent_t *param_3
                       ,int param_4)

{
  int iVar1;
  bool in_stack_00000014;
  Vector *in_stack_00000018;
  Vector *in_stack_0000001c;
  
  if (((byte)param_1[0x14c] & 1) != 0) {
    return;
  }
  iVar1 = (uint)(param_4 == 0) * 0xc;
  CCollisionEvent::AddDamageEvent
            (*(CCollisionEvent **)(param_3 + (uint)(param_4 == 0) * 4),(CBaseEntity *)0x1,
             (CTakeDamageInfo *)(param_3 + iVar1 + 0x20),(IPhysicsObject *)(param_3 + iVar1 + 0x50),
             in_stack_00000014,in_stack_00000018,in_stack_0000001c);
  return;
}

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)