L L4D2node

CMultiplayRules::PlayerKilled

0x0046e7c0 · 362 bytes · __thiscall

_ZN15CMultiplayRules12PlayerKilledEP11CBasePlayerRK15CTakeDamageInfo

Decompiled

undefined (3 params)

/* CMultiplayRules::PlayerKilled(CBasePlayer*, CTakeDamageInfo const&) */

void __thiscall
CMultiplayRules::PlayerKilled(CMultiplayRules *this,CBasePlayer *param_1,CTakeDamageInfo *param_2)

{
  uint uVar1;
  char cVar2;
  CBasePlayer *this_00;
  int iVar3;
  undefined4 uVar4;
  undefined *puVar5;
  undefined4 local_20;
  
  (**(code **)(*(int *)this + 0x13c))(this,param_1,param_2);
  local_20 = 0;
  uVar1 = *(uint *)(param_2 + 0x30);
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    local_20 = *(undefined4 *)(puVar5 + 4);
  }
  uVar1 = *(uint *)(param_2 + 0x34);
  uVar4 = 0;
  if (((uVar1 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
    uVar4 = *(undefined4 *)(puVar5 + 4);
  }
  this_00 = (CBasePlayer *)(**(code **)(*(int *)this + 0x228))(this,uVar4,local_20,param_1);
  CBasePlayer::IncrementDeathCount(param_1,1);
  FireTargets("game_playerdie",param_1,param_1,3,0);
  if ((param_1 == this_00) || (this_00 == (CBasePlayer *)0x0)) {
    cVar2 = (**(code **)(*(int *)this + 0x23c))(this);
    if (cVar2 != '\0') {
      CBasePlayer::IncrementFragCount(param_1,-1);
      return;
    }
  }
  else {
    iVar3 = (**(code **)(*(int *)this + 0x134))(this,this_00,param_1);
    CBasePlayer::IncrementFragCount(this_00,iVar3);
    CBasePlayer::AllowImmediateDecalPainting(this_00);
    FireTargets("game_playerkill",this_00,this_00,3,0);
  }
  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)