L L4D2node

CTerrorGameRules::PopulateDeathEvent

0x00502390 · 451 bytes · __thiscall

_ZN16CTerrorGameRules18PopulateDeathEventEP10IGameEventPK11CBaseEntityPK20CBaseCombatCharacterRK15CTakeDamageInfo

Decompiled

undefined (5 params)

/* CTerrorGameRules::PopulateDeathEvent(IGameEvent*, CBaseEntity const*, CBaseCombatCharacter
   const*, CTakeDamageInfo const&) */

void __thiscall
CTerrorGameRules::PopulateDeathEvent
          (CTerrorGameRules *this,IGameEvent *param_1,CBaseEntity *param_2,
          CBaseCombatCharacter *param_3,CTakeDamageInfo *param_4)

{
  bool bVar1;
  char cVar2;
  KeyValues *this_00;
  int iVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  code *pcVar6;
  longdouble lVar7;
  uint in_stack_ffffffb8;
  KeyValues *local_24;
  
  if ((param_3 != (CBaseCombatCharacter *)0x0) &&
     (cVar2 = (**(code **)(*(int *)param_3 + 0x16c))(param_3), cVar2 != '\0')) {
    local_24 = *(KeyValues **)(param_3 + 0x2e20);
    bVar1 = false;
    if (local_24 != (KeyValues *)0x0) goto LAB_00502420;
  }
  local_24 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffb8);
                    /* try { // try from 005023f1 to 005023f5 has its CatchHandler @ 0050257a */
  KeyValues::KeyValues(local_24,"death",(IKeyValuesSystem *)0x0,false);
  (**(code **)(*(int *)this + 0x2d4))(this,local_24,param_2,param_3,param_4);
  bVar1 = true;
LAB_00502420:
  this_00 = (KeyValues *)KeyValues::GetFirstValue(local_24);
  do {
    while( true ) {
      if (this_00 == (KeyValues *)0x0) {
        if (!bVar1) {
          return;
        }
        KeyValues::deleteThis();
        return;
      }
      iVar3 = KeyValues::GetDataType(this_00,(char *)0x0);
      if (iVar3 != 2) break;
      pcVar6 = *(code **)(*(int *)param_1 + 0x30);
      uVar4 = KeyValues::GetInt(this_00,(char *)0x0,0);
LAB_00502496:
      uVar5 = KeyValues::GetName(this_00);
      (*pcVar6)(param_1,uVar5,uVar4);
      this_00 = (KeyValues *)KeyValues::GetNextValue(this_00);
    }
    if (iVar3 == 3) {
      pcVar6 = *(code **)(*(int *)param_1 + 0x38);
      lVar7 = (longdouble)KeyValues::GetFloat(this_00,(char *)0x0,0.0);
      uVar4 = KeyValues::GetName(this_00);
      (*pcVar6)(param_1,uVar4,(float)lVar7);
    }
    else if (iVar3 == 1) {
      pcVar6 = *(code **)(*(int *)param_1 + 0x3c);
      uVar4 = KeyValues::GetString(this_00,(char *)0x0,"");
      goto LAB_00502496;
    }
    this_00 = (KeyValues *)KeyValues::GetNextValue(this_00);
  } while( true );
}

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)