L L4D2node

CInsectSwarm::GetDamagePerSecond

0x008c6820 · 153 bytes · __thiscall

_ZN12CInsectSwarm18GetDamagePerSecondEv

Decompiled

undefined (1 param)

/* CInsectSwarm::GetDamagePerSecond() */

longdouble __thiscall CInsectSwarm::GetDamagePerSecond(CInsectSwarm *this)

{
  char cVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  fVar4 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 3000);
  iVar2 = (int)fVar4;
  fVar6 = *(float *)(s_flSpitDamageCurve + iVar2 * 4);
  fVar5 = *(float *)(s_flSpitDamageCurve + iVar2 * 4 + 4) - fVar6;
  cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
  if (cVar1 == '\0') {
    iVar3 = GetDifficulty();
    if (iVar3 == 0) {
      fVar6 = fVar6 * 0.5;
    }
  }
  return (longdouble)(fVar5 * (fVar4 - (float)iVar2) + fVar6);
}

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)