L L4D2node

ReadDamageTable

0x0078a3e0 · 162 bytes · __cdecl

_Z15ReadDamageTableP13impactentry_tifb

Decompiled

undefined (4 params)

/* ReadDamageTable(impactentry_t*, int, float, bool) */

longdouble ReadDamageTable(impactentry_t *param_1,int param_2,float param_3,bool param_4)

{
  int iVar1;
  int iVar2;
  impactentry_t *piVar3;
  
  if (((param_1 != (impactentry_t *)0x0) && (0 < param_2)) && (*(float *)param_1 <= param_3)) {
    iVar1 = 0;
    do {
      iVar2 = iVar1;
      iVar1 = iVar2 + 1;
      if (iVar1 == param_2) goto LAB_0078a41f;
    } while (*(float *)(param_1 + iVar1 * 8) <= param_3);
    if (0 < iVar1) {
LAB_0078a41f:
      if (param_4) {
        piVar3 = param_1 + iVar2 * 8;
        Msg("Damage %.0f, energy %.0f\n",(double)*(float *)(piVar3 + 4),(double)SQRT(param_3));
      }
      else {
        piVar3 = param_1 + iVar2 * 8;
      }
      return (longdouble)*(float *)(piVar3 + 4);
    }
  }
  return (longdouble)0.0;
}

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)