L L4D2node

CBaseGameStats::Event_PlayerKilledOther

0x00462150 · 68 bytes · __cdecl

_ZN14CBaseGameStats23Event_PlayerKilledOtherEP11CBasePlayerP11CBaseEntityRK15CTakeDamageInfo

Decompiled

undefined (3 params)

/* CBaseGameStats::Event_PlayerKilledOther(CBasePlayer*, CBaseEntity*, CTakeDamageInfo const&) */

void CBaseGameStats::Event_PlayerKilledOther
               (CBasePlayer *param_1,CBaseEntity *param_2,CTakeDamageInfo *param_3)

{
  undefined1 *puVar1;
  undefined1 *puStack00000010;
  
  puVar1 = &DAT_00d539c2;
  if (*(undefined1 **)(param_3 + 0x7c) != (undefined1 *)0x0) {
    puVar1 = *(undefined1 **)(param_3 + 0x7c);
  }
  (**(code **)(*(int *)param_2 + 0xb8))(param_2);
  puStack00000010 = puVar1;
  StatsLog((CBaseGameStats *)param_1,"CBaseGameStats::Event_PlayerKilledOther [%s] killed [%s]\n");
  return;
}

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)