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 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.