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 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.