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 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.