L L4D2node

CCSPlayer::SelectDeathPose

0x00651ca0 · 248 bytes · __thiscall

_ZN9CCSPlayer15SelectDeathPoseERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CCSPlayer::SelectDeathPose(CTakeDamageInfo const&) */

void __thiscall CCSPlayer::SelectDeathPose(CCSPlayer *this,CTakeDamageInfo *param_1)

{
  int *piVar1;
  int *piVar2;
  undefined4 uVar3;
  int iVar4;
  int local_24;
  int local_20 [4];
  
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
  piVar2 = *(int **)(this + 0x13e0);
  if (piVar2 == (int *)0x0) {
                    /* try { // try from 00651d7b to 00651d8b has its CatchHandler @ 00651d9f */
    iVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar4 != 0) {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
    }
    piVar2 = *(int **)(this + 0x13e0);
    if (piVar2 == (int *)0x0) goto LAB_00651cfc;
  }
  if (*piVar2 != 0) {
    local_24 = -1;
    local_20[0] = 0;
                    /* try { // try from 00651d3a to 00651d55 has its CatchHandler @ 00651d9f */
    if (((*(uint *)(param_1 + 0x48) & 0x20020) == 0) &&
       (SelectDeathPoseActivityAndFrame
                  ((CBaseAnimating *)this,param_1,*(int *)(this + 0x1838),(Activity *)&local_24,
                   local_20,(bool)this[0x1a90]), local_24 != -1)) {
      uVar3 = (**(code **)(*(int *)this + 0x340))(this,local_24);
      *(undefined4 *)(this + 0x23d0) = uVar3;
      *(int *)(this + 0x23d4) = local_20[0];
      (**(code **)(*piVar1 + 0x6c))(piVar1);
      return;
    }
    *(undefined4 *)(this + 0x23d0) = 0xffffffff;
    *(undefined4 *)(this + 0x23d4) = 0;
  }
LAB_00651cfc:
  (**(code **)(*piVar1 + 0x6c))(piVar1);
  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)