CDirector::GetTankDamage
0x00878e60 · 480 bytes · __thiscall
_ZNK9CDirector13GetTankDamageEP11CBaseEntity
Decompiled
undefined (2 params)
/* CDirector::GetTankDamage(CBaseEntity*) const */
longdouble __thiscall CDirector::GetTankDamage(CDirector *this,CBaseEntity *param_1)
{
char cVar1;
int iVar2;
longdouble lVar3;
float fVar4;
if (param_1 == (CBaseEntity *)0x0) goto LAB_00878fb0;
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
iVar2 = CBaseEntity::GetTeamNumber(param_1);
cVar1 = IsASurvivorTeam(iVar2);
if ((cVar1 != '\0') && (cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 != '\0'))
{
lVar3 = (longdouble)GetScriptValue(this,"TankHitDamageModifierVersus",1.0);
return (longdouble)((float)lVar3 * *(float *)(VersusTankDamage._28_4_ + 0x2c));
}
iVar2 = CBaseEntity::GetTeamNumber(param_1);
cVar1 = IsASurvivorTeam(iVar2);
if ((((cVar1 == '\0') ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1), cVar1 == '\0')) ||
(param_1[0x39f1] != (CBaseEntity)0x0)) || (param_1[0x33dc] != (CBaseEntity)0x0)) {
iVar2 = CBaseEntity::GetTeamNumber(param_1);
if (iVar2 == 3) {
return (longdouble)250.0;
}
}
else {
iVar2 = GetDifficulty();
if ((-1 < iVar2) && ((fVar4 = 75.0, iVar2 < 3 || (fVar4 = 150.0, iVar2 == 3))))
goto LAB_00878f41;
}
lVar3 = (longdouble)GetScriptValue(this,"TankHitDamageModifierCoop",1.0);
fVar4 = (float)lVar3;
iVar2 = GetDifficulty();
if (iVar2 == 1) {
LAB_00878fa0:
fVar4 = fVar4 * 24.0;
goto LAB_00878f41;
}
if (iVar2 < 2) {
if (iVar2 == 0) goto LAB_00878fa0;
}
else {
if (iVar2 == 2) {
fVar4 = fVar4 * 33.0;
goto LAB_00878f41;
}
if (iVar2 == 3) {
fVar4 = fVar4 * 100.0;
goto LAB_00878f41;
}
}
}
iVar2 = (**(code **)(*(int *)param_1 + 0x144))(param_1);
if (iVar2 == 0) {
LAB_00878fb0:
return (longdouble)999.9;
}
fVar4 = *(float *)(ZombieWitchHealth._28_4_ + 0x2c);
LAB_00878f41:
return (longdouble)fVar4;
}
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.