CBaseCombatCharacter::CorpseGib
0x005efdc0 · 164 bytes · __cdecl
_ZN20CBaseCombatCharacter9CorpseGibERK15CTakeDamageInfo
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::CorpseGib(CTakeDamageInfo const&) */
undefined4 CBaseCombatCharacter::CorpseGib(CTakeDamageInfo *param_1)
{
char cVar1;
CBaseEntity::EmitSound((CBaseEntity *)param_1,"BaseCombatCharacter.CorpseGib",0.0,(float *)0x0);
cVar1 = (**(code **)(*(int *)param_1 + 0x4c4))(param_1);
if (cVar1 != '\0') {
CGib::SpawnHeadGib((CBaseEntity *)param_1);
CGib::SpawnRandomGibs(param_1,4,0);
return 1;
}
cVar1 = (**(code **)(*(int *)param_1 + 0x4c8))(param_1);
if (cVar1 == '\0') {
return 0;
}
CGib::SpawnRandomGibs(param_1,4,1);
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.