L L4D2node

CTeamplayRules::DeathNotice

0x004d12d0 · 355 bytes · __thiscall

_ZN14CTeamplayRules11DeathNoticeEP11CBasePlayerRK15CTakeDamageInfo

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  CBasePlayer *pCVar2;
  code *pcVar3;
  char cVar4;
  int iVar5;
  int *piVar6;
  undefined4 uVar7;
  undefined *puVar8;
  
  if (this[0x38] != (CTeamplayRules)0x0) {
    return;
  }
  uVar1 = *(uint *)(param_2 + 0x34);
  if (((((uVar1 != 0xffffffff) &&
        (puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) &&
      ((pCVar2 = *(CBasePlayer **)(puVar8 + 4), param_1 != (CBasePlayer *)0x0 &&
       (pCVar2 != (CBasePlayer *)0x0)))) &&
     ((cVar4 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2), cVar4 != '\0' &&
      ((param_1 != pCVar2 &&
       (iVar5 = (**(code **)(*(int *)this + 0x1a4))(this,param_1,pCVar2), iVar5 == 1)))))) {
    piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_death",0,0);
    if (piVar6 == (int *)0x0) {
      return;
    }
    pcVar3 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*engine + 0x40))(engine,*(int *)(pCVar2 + 0x30));
    (*pcVar3)(piVar6,"killer",uVar7);
    pcVar3 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
    (*pcVar3)(piVar6,"victim",uVar7);
    (**(code **)(*piVar6 + 0x30))(piVar6,"priority",7);
                    /* WARNING: Could not recover jumptable at 0x004d142e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*gameeventmanager + 0x20))();
    return;
  }
  CMultiplayRules::DeathNotice((CMultiplayRules *)this,param_1,param_2);
  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)