L L4D2node

CBaseCombatCharacter::Event_Gibbed

0x005f0d30 · 337 bytes · __thiscall

_ZN20CBaseCombatCharacter12Event_GibbedERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo const&) */

undefined4 __thiscall
CBaseCombatCharacter::Event_Gibbed(CBaseCombatCharacter *this,CTakeDamageInfo *param_1)

{
  CBaseCombatCharacter CVar1;
  char cVar2;
  undefined4 uVar3;
  bool bVar4;
  ConVarRef local_24 [4];
  int local_20;
  
  cVar2 = (**(code **)(*(int *)this + 0x4c4))(this);
  if (cVar2 == '\0') {
    cVar2 = (**(code **)(*(int *)this + 0x4c8))(this);
    if (cVar2 != '\0') {
      ConVarRef::ConVarRef(local_24,"violence_agibs");
      cVar2 = ConVarRef::IsValid(local_24);
      goto joined_r0x005f0e32;
    }
  }
  else {
    ConVarRef::ConVarRef(local_24,"violence_hgibs");
    cVar2 = ConVarRef::IsValid(local_24);
joined_r0x005f0e32:
    if (cVar2 != '\0') {
      bVar4 = *(int *)(local_20 + 0x30) == 0;
      CVar1 = this[0x105];
      goto joined_r0x005f0e4c;
    }
  }
  bVar4 = false;
  CVar1 = this[0x105];
joined_r0x005f0e4c:
  if (CVar1 != (CBaseCombatCharacter)0x0) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CBaseCombatCharacter)0x0;
  }
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  if (this[0x104] != (CBaseCombatCharacter)0x2) {
    (**(code **)(*(int *)this + 0x21c))(this,this + 0x104);
    this[0x104] = (CBaseCombatCharacter)0x2;
  }
  if (!bVar4) {
    CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
    uVar3 = (**(code **)(*(int *)this + 0x4bc))(this,param_1);
    return uVar3;
  }
  (**(code **)(*(int *)this + 0x4c0))(this);
  return 0;
}

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)