CCSGameRules::DeathNoticeForEntity
0x004331f0 · 319 bytes · __thiscall
_ZN12CCSGameRules20DeathNoticeForEntityEP20CBaseCombatCharacterRK15CTakeDamageInfo
Decompiled
undefined (3 params)
/* CCSGameRules::DeathNoticeForEntity(CBaseCombatCharacter*, CTakeDamageInfo const&) */
void __thiscall
CCSGameRules::DeathNoticeForEntity
(CCSGameRules *this,CBaseCombatCharacter *param_1,CTakeDamageInfo *param_2)
{
uint uVar1;
undefined4 uVar2;
int *piVar3;
int iVar4;
undefined *puVar5;
CBaseEntity *pCVar6;
CBaseEntity *pCVar7;
pCVar7 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(param_2 + 0x30);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar7 = *(CBaseEntity **)(puVar5 + 4);
}
uVar1 = *(uint *)(param_2 + 0x34);
pCVar6 = (CBaseEntity *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar6 = *(CBaseEntity **)(puVar5 + 4);
}
uVar2 = CMultiplayRules::GetDeathScorer((CMultiplayRules *)this,pCVar6,pCVar7);
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"player_death",0,&g_DeathNoticeEvent);
if (piVar3 != (int *)0x0) {
if (*(int *)(param_1 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar3 + 0x30))(piVar3,"entityid",iVar4);
(**(code **)(*(int *)this + 0x290))(this,piVar3,uVar2,param_1,param_2);
/* WARNING: Could not recover jumptable at 0x00433311. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*gameeventmanager + 0x20))();
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.