CalculateDefaultPhysicsDamage
0x0078ae10 · 199 bytes · __cdecl
_Z29CalculateDefaultPhysicsDamageiP21gamevcollisionevent_tfbRi8string_tb
Decompiled
undefined (7 params)
/* CalculateDefaultPhysicsDamage(int, gamevcollisionevent_t*, float, bool, int&, string_t, bool) */
void CalculateDefaultPhysicsDamage
(int param_1,gamevcollisionevent_t *param_2,undefined1 *param_3,bool param_4,
int *param_5,char *param_6,bool param_7)
{
float fVar1;
int iVar2;
int iVar3;
fVar1 = (float)param_3;
if (param_6 != (char *)0x0) {
iVar3 = 0;
do {
iVar2 = _V_strcmp((&gDamageTableRegistry)[iVar3 * 2],param_6);
if (iVar2 == 0) {
param_3 = (&PTR_gDefaultPlayerImpactDamageTable_00cb1f64)[iVar3 * 2];
goto LAB_0078ae98;
}
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
Warning("Failed to find custom physics damage table name: %s\n",param_6);
}
param_3 = gDefaultNPCImpactDamageTable;
LAB_0078ae98:
CalculatePhysicsImpactDamage
(param_1,param_2,(impactdamagetable_t *)param_3,fVar1,param_4,param_5,param_7);
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.