L L4D2node

CBasePlayer::DeathSound

0x007a8ca0 · 114 bytes · __cdecl

_ZN11CBasePlayer10DeathSoundERK15CTakeDamageInfo

Decompiled

undefined (1 param)

/* CBasePlayer::DeathSound(CTakeDamageInfo const&) */

void CBasePlayer::DeathSound(CTakeDamageInfo *param_1)

{
  CTakeDamageInfo CVar1;
  
  if (((byte)param_1[0x1d54] & 0x20) == 0) {
    CBaseEntity::EmitSound((CBaseEntity *)param_1,"Player.Death",0.0,(float *)0x0);
    CVar1 = param_1[0x1ac9];
  }
  else {
    CBaseEntity::EmitSound((CBaseEntity *)param_1,"Player.FallGib",0.0,(float *)0x0);
    CVar1 = param_1[0x1ac9];
  }
  if (CVar1 == (CTakeDamageInfo)0x0) {
    return;
  }
  UTIL_EmitGroupnameSuit(*(edict_t **)(param_1 + 0x30),"HEV_DEAD");
  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)