CBasePlayer::Event_Killed
0x007be100 · 685 bytes · __thiscall
_ZN11CBasePlayer12Event_KilledERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CBasePlayer::Event_Killed(CTakeDamageInfo const&) */
void __thiscall CBasePlayer::Event_Killed(CBasePlayer *this,CTakeDamageInfo *param_1)
{
float fVar1;
code *pcVar2;
CBaseEdict *this_00;
int iVar3;
CHintSystem *this_01;
CSound *this_02;
int *piVar4;
iVar3 = (**(code **)(*(int *)this + 0x74c))(this);
if (iVar3 != 0) {
this_01 = (CHintSystem *)(**(code **)(*(int *)this + 0x74c))(this);
CHintSystem::ResetHintTimers(this_01);
}
(**(code **)(*g_pGameRules + 0x138))(g_pGameRules,this,param_1);
(**(code **)(*(int *)gamestats + 0x4c))(gamestats,this,param_1);
RumbleEffect(this,'\0','\0','\0');
ClearUseEntity(this);
iVar3 = CSoundEnt::ClientSoundIndex(*(edict_t **)(this + 0x30));
this_02 = (CSound *)CSoundEnt::SoundPointerForIndex(iVar3);
if (this_02 != (CSound *)0x0) {
CSound::Reset(this_02);
}
if (*(int *)(this + 0x100) < -99) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0;
}
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
if (iVar3 != 0) {
piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
(**(code **)(*piVar4 + 0x428))(piVar4,0);
}
(**(code **)(*(int *)this + 0x620))(this,4);
pcVar2 = *(code **)(*(int *)this + 0x254);
iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
(*pcVar2)(this,iVar3 + 0x60);
if (this[0x104] != (CBasePlayer)0x1) {
(**(code **)(*(int *)this + 0x21c))(this,this + 0x104);
this[0x104] = (CBasePlayer)0x1;
}
if (this[0x1c80] != (CBasePlayer)0x1) {
(**(code **)(*(int *)(this + 0x1c7c) + 4))(this + 0x1c7c,this + 0x1c80);
this[0x1c80] = (CBasePlayer)0x1;
}
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
piVar4 = *(int **)(this + 0x238);
if (piVar4 != (int *)0x0) {
(**(code **)(*piVar4 + 0x70))(piVar4);
}
CBaseEntity::SetMoveType((CBaseEntity *)this,5,0);
CBaseEntity::SetGroundEntity((CBaseEntity *)this,(CBaseEntity *)0x0);
SetSuitUpdate(this,(char *)0x0,0,0);
SetFOV(this,(CBaseEntity *)this,0,0.0,0);
iVar3 = (**(code **)(*(int *)this + 0x5f4))(this);
if (iVar3 != 0) {
(**(code **)(*(int *)this + 0x5fc))(this,0);
}
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x1d5c)) {
if (this[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(float *)(this + 0x1d5c) = fVar1;
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
*(float *)(this + 0x1d5c) = fVar1;
}
}
(**(code **)(*(int *)this + 0x534))(this);
CBaseCombatCharacter::Event_Killed((CBaseCombatCharacter *)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.