L L4D2node

CMultiplayRules::DeathNotice

0x0046e940 · 534 bytes · __thiscall

_ZN15CMultiplayRules11DeathNoticeEP11CBasePlayerRK15CTakeDamageInfo

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  code *pcVar2;
  CBaseCombatCharacter *pCVar3;
  int *piVar4;
  undefined4 uVar5;
  int iVar6;
  undefined4 uVar7;
  undefined *puVar8;
  CBaseCombatCharacter *local_24;
  
  local_24 = (CBaseCombatCharacter *)0x0;
  uVar1 = *(uint *)(param_2 + 0x30);
  if (((uVar1 != 0xffffffff) &&
      (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
    local_24 = *(CBaseCombatCharacter **)(puVar8 + 4);
  }
  uVar1 = *(uint *)(param_2 + 0x34);
  uVar7 = 0;
  if (((uVar1 != 0xffffffff) &&
      (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
    uVar7 = *(undefined4 *)(puVar8 + 4);
  }
  pCVar3 = (CBaseCombatCharacter *)(**(code **)(*(int *)this + 0x228))(this,uVar7,local_24,param_1);
  if (*(int *)(param_2 + 0x4c) == 0) {
    if (pCVar3 != (CBaseCombatCharacter *)0x0) {
      uVar7 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar3 + 0x30));
      if ((local_24 != (CBaseCombatCharacter *)0x0) && (pCVar3 == local_24)) {
        iVar6 = CBaseCombatCharacter::GetActiveWeapon(local_24);
        if (iVar6 != 0) {
          piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon(local_24);
          (**(code **)(*piVar4 + 0x4e0))(piVar4);
        }
      }
      goto LAB_0046ea11;
    }
  }
  else {
    (**(code **)(*(int *)this + 0x140))(this,param_2);
    if (pCVar3 != (CBaseCombatCharacter *)0x0) {
      uVar7 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(pCVar3 + 0x30));
      goto LAB_0046ea11;
    }
  }
  uVar7 = 0;
LAB_0046ea11:
  piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_death",0,0);
  if (piVar4 != (int *)0x0) {
    pcVar2 = *(code **)(*piVar4 + 0x30);
    uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
    (*pcVar2)(piVar4,"userid",uVar5);
    (**(code **)(*piVar4 + 0x30))(piVar4,"attacker",uVar7);
    (**(code **)(*piVar4 + 0x30))(piVar4,"customkill",*(undefined4 *)(param_2 + 0x4c));
    (**(code **)(*piVar4 + 0x30))(piVar4,"priority",7);
                    /* WARNING: Could not recover jumptable at 0x0046ead4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*gameeventmanager + 0x20))();
    return;
  }
  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)