CCSGameRules::DeathNotice
0x00433090 · 318 bytes · __thiscall
_ZN12CCSGameRules11DeathNoticeEP11CBasePlayerRK15CTakeDamageInfo
Decompiled
undefined (3 params)
/* CCSGameRules::DeathNotice(CBasePlayer*, CTakeDamageInfo const&) */
void __thiscall
CCSGameRules::DeathNotice(CCSGameRules *this,CBasePlayer *param_1,CTakeDamageInfo *param_2)
{
uint uVar1;
code *pcVar2;
undefined4 uVar3;
int *piVar4;
undefined4 uVar5;
undefined *puVar6;
CBaseEntity *pCVar7;
CBaseEntity *pCVar8;
pCVar8 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(param_2 + 0x30);
if (((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
pCVar8 = *(CBaseEntity **)(puVar6 + 4);
}
uVar1 = *(uint *)(param_2 + 0x34);
pCVar7 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) {
pCVar7 = *(CBaseEntity **)(puVar6 + 4);
}
uVar3 = CMultiplayRules::GetDeathScorer((CMultiplayRules *)this,pCVar7,pCVar8);
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"player_death",0,&g_DeathNoticeEvent);
if (piVar4 != (int *)0x0) {
pcVar2 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar2)(piVar4,"userid",uVar5);
(**(code **)(*(int *)this + 0x290))(this,piVar4,uVar3,param_1,param_2);
/* WARNING: Could not recover jumptable at 0x004331b4. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*gameeventmanager + 0x20))();
return;
}
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.