PhysCallbackDamage
0x00780080 · 309 bytes · __cdecl
_Z18PhysCallbackDamageP11CBaseEntityRK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* PhysCallbackDamage(CBaseEntity*, CTakeDamageInfo const&) */
void PhysCallbackDamage(CBaseEntity *param_1,CTakeDamageInfo *param_2)
{
char cVar1;
uint uVar2;
undefined1 *puVar3;
undefined1 *puVar4;
undefined *puVar5;
undefined1 in_stack_ffffffd4;
Vector *in_stack_ffffffd8;
Vector *in_stack_ffffffdc;
CCollisionEvent *local_20;
cVar1 = PhysIsInCallback();
if (cVar1 == '\0') {
CBaseEntity::TakeDamage(param_1,param_2);
return;
}
uVar2 = *(uint *)(param_2 + 0x30);
local_20 = (CCollisionEvent *)0x0;
if (uVar2 != 0xffffffff) {
in_stack_ffffffdc = (Vector *)(g_pEntityList + (uVar2 & 0xfff) * 0x10);
if (((in_stack_ffffffdc != (Vector *)0xfffffffc) &&
(*(uint *)(in_stack_ffffffdc + 8) == uVar2 >> 0xc)) &&
(*(int *)(in_stack_ffffffdc + 4) != 0)) {
local_20 = *(CCollisionEvent **)(*(int *)(in_stack_ffffffdc + 4) + 0x238);
}
}
if (((byte)param_1[0x14c] & 1) == 0) {
CCollisionEvent::AddDamageEvent
(local_20,(CBaseEntity *)0x0,(CTakeDamageInfo *)&vec3_origin,
(IPhysicsObject *)&vec3_origin,(bool)in_stack_ffffffd4,in_stack_ffffffd8,
in_stack_ffffffdc);
uVar2 = *(uint *)(param_2 + 0x30);
}
if (((uVar2 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar5 + 8) == uVar2 >> 0xc && (*(int *)(puVar5 + 4) != 0)))) {
puVar4 = *(undefined1 **)(*(int *)(puVar5 + 4) + 0x7c);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(param_1 + 0x7c);
}
DevMsg(2,"Warning: Physics damage event with no recovery info!\nObjects: %s, %s\n",puVar3,puVar4
);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.