L L4D2node

GetVelocityFromDamageForce

0x007e8bb0 · 118 bytes · __cdecl

_Z26GetVelocityFromDamageForceRK15CTakeDamageInfoPK11CBaseEntity

Decompiled

undefined (2 params)

/* GetVelocityFromDamageForce(CTakeDamageInfo const&, CBaseEntity const*) */

void GetVelocityFromDamageForce(CTakeDamageInfo *param_1,CBaseEntity *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  int in_stack_0000000c;
  
  if ((in_stack_0000000c != 0) && (0.0 < *(float *)(in_stack_0000000c + 0x23c))) {
    fVar3 = 1.0 / *(float *)(in_stack_0000000c + 0x23c);
    fVar1 = *(float *)(param_2 + 8);
    fVar2 = *(float *)param_2;
    *(float *)(param_1 + 4) = *(float *)(param_2 + 4) * fVar3;
    *(float *)param_1 = fVar2 * fVar3;
    *(float *)(param_1 + 8) = fVar1 * fVar3;
    return;
  }
  *(undefined4 *)param_1 = vec3_origin;
  *(undefined4 *)(param_1 + 4) = DAT_01053d4c;
  *(undefined4 *)(param_1 + 8) = DAT_01053d50;
  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)