NextBotCombatCharacter::Event_Killed
0x00751680 · 392 bytes · __thiscall
_ZN22NextBotCombatCharacter12Event_KilledERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* NextBotCombatCharacter::Event_Killed(CTakeDamageInfo const&) */
void __thiscall
NextBotCombatCharacter::Event_Killed(NextBotCombatCharacter *this,CTakeDamageInfo *param_1)
{
uint uVar1;
undefined4 *puVar2;
int iVar3;
undefined *puVar4;
int *piVar5;
uVar1 = *(uint *)(param_1 + 0x34);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
(piVar5 = *(int **)(puVar4 + 4), piVar5 != (int *)0x0)) {
iVar3 = (**(code **)(*piVar5 + 0x144))(piVar5);
if (iVar3 != 0) {
uVar1 = *(uint *)(param_1 + 0x34);
piVar5 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
piVar5 = *(int **)(puVar4 + 4);
}
piVar5 = (int *)(**(code **)(*piVar5 + 0x144))(piVar5);
if (piVar5 == (int *)0x0) {
*(undefined4 *)(this + 0x1c6c) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
*(undefined4 *)(this + 0x1c6c) = *puVar2;
}
}
}
(**(code **)(*(int *)(this + 0x1a3c) + 0x48))(this + 0x1a3c,param_1);
if (this[0x104] != (NextBotCombatCharacter)0x1) {
(**(code **)(*(int *)this + 0x21c))(this,this + 0x104);
this[0x104] = (NextBotCombatCharacter)0x1;
}
(**(code **)(*(int *)g_pGameRules + 0x298))(g_pGameRules,this,param_1);
CTerrorGameRules::DeathNoticeForInfected(g_pGameRules,(CBaseCombatCharacter *)this,param_1);
uVar1 = *(uint *)(this + 0x220);
if (((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
(piVar5 = *(int **)(puVar4 + 4), piVar5 != (int *)0x0)))) {
(**(code **)(*piVar5 + 0x104))(piVar5,this);
}
puVar2 = (undefined4 *)TheNextBots();
(**(code **)*puVar2)(puVar2,this,param_1);
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.