CBaseEntity::SendOnKilledGameEvent
0x00605740 · 373 bytes · __thiscall
_ZN11CBaseEntity21SendOnKilledGameEventERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CBaseEntity::SendOnKilledGameEvent(CTakeDamageInfo const&) */
void __thiscall CBaseEntity::SendOnKilledGameEvent(CBaseEntity *this,CTakeDamageInfo *param_1)
{
uint uVar1;
int *piVar2;
int iVar3;
undefined *puVar4;
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"entity_killed",0,0);
if (piVar2 != (int *)0x0) {
if (*(int *)(this + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar2 + 0x30))(piVar2,"entindex_killed",iVar3);
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
iVar3 = *(int *)(*(int *)(puVar4 + 4) + 0x30);
if (iVar3 == 0) {
iVar3 = 0;
}
else {
iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar2 + 0x30))(piVar2,"entindex_attacker",iVar3);
}
uVar1 = *(uint *)(param_1 + 0x30);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0)))) {
iVar3 = *(int *)(*(int *)(puVar4 + 4) + 0x30);
if (iVar3 == 0) {
iVar3 = 0;
}
else {
iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar2 + 0x30))(piVar2,"entindex_inflictor",iVar3);
}
(**(code **)(*piVar2 + 0x30))(piVar2,"damagebits",*(undefined4 *)(param_1 + 0x48));
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
}
return;
}
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.