L L4D2node

CBreakableProp::Event_Killed

0x007ee500 · 153 bytes · __thiscall

_ZN14CBreakableProp12Event_KilledERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CBreakableProp::Event_Killed(CTakeDamageInfo const&) */

void __thiscall CBreakableProp::Event_Killed(CBreakableProp *this,CTakeDamageInfo *param_1)

{
  int *piVar1;
  uint uVar2;
  char cVar3;
  CBaseEntity *pCVar4;
  undefined *puVar5;
  
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    cVar3 = (**(code **)(*piVar1 + 0x2c))(piVar1);
    if (cVar3 == '\0') {
      (**(code **)(*piVar1 + 0x40))(piVar1,1);
      (**(code **)(*(int *)this + 0x2a0))(this,param_1);
    }
  }
  uVar2 = *(uint *)(param_1 + 0x30);
  if (((uVar2 == 0xffffffff) ||
      (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) {
    pCVar4 = (CBaseEntity *)0x0;
  }
  else {
    pCVar4 = *(CBaseEntity **)(puVar5 + 4);
  }
  Break(this,pCVar4,param_1);
  CBaseEntity::Event_Killed((CBaseEntity *)this,param_1);
  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)