L L4D2node

CBasePlayer::Event_Dying

0x007be3c0 · 225 bytes · __thiscall

_ZN11CBasePlayer11Event_DyingEv

Decompiled

undefined (1 param)

/* CBasePlayer::Event_Dying() */

void __thiscall CBasePlayer::Event_Dying(CBasePlayer *this)

{
  char cVar1;
  undefined1 local_84 [12];
  undefined4 local_78;
  undefined4 local_74;
  undefined4 local_70;
  CTakeDamageInfo local_6c [96];
  
  CTakeDamageInfo::CTakeDamageInfo(local_6c);
  (**(code **)(*(int *)this + 0x614))(this,local_6c);
  cVar1 = (**(code **)(*(int *)this + 0x4fc))(this);
  if (cVar1 != '\0') {
    (**(code **)(*(int *)this + 0x6a0))(this,&vec3_origin,&vec3_angle);
  }
  local_74 = *(undefined4 *)(this + 0x3ac);
  local_78 = 0;
  local_70 = 0;
  CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&local_78);
  CBaseEntity::ThinkSet((_func_void *)local_84,(float)this,(char *)0x585);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  CBaseCombatCharacter::Event_Dying();
  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)