L L4D2node

CBaseCombatCharacter::CorpseFade

0x005f1e40 · 271 bytes · __thiscall

_ZN20CBaseCombatCharacter10CorpseFadeEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::CorpseFade() */

void __thiscall CBaseCombatCharacter::CorpseFade(CBaseCombatCharacter *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  
  if (*(float *)(this + 0x468) != 0.0) {
    if (this[0x6c] == (CBaseCombatCharacter)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseCombatCharacter)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x468) = 0;
  }
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  fVar1 = *(float *)(gpGlobals + 0xc);
  if (fVar1 != *(float *)(this + 0x90)) {
    if (this[0x6c] == (CBaseCombatCharacter)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
      *(float *)(this + 0x90) = fVar1;
    }
    else {
      this[0x70] = (CBaseCombatCharacter)((byte)this[0x70] | 1);
      *(float *)(this + 0x90) = fVar1;
    }
  }
  CBaseEntity::AddEffects((CBaseEntity *)this,8);
  CBaseEntity::SUB_StartFadeOut((CBaseEntity *)this,10.0,true);
  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)