L L4D2node

CFuncTankTrain::Event_Killed

0x00835c10 · 177 bytes · __thiscall

_ZN14CFuncTankTrain12Event_KilledERK15CTakeDamageInfo

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  
  if (this[0x105] != (CFuncTankTrain)0x0) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CFuncTankTrain)0x0;
  }
  if (this[0x104] != (CFuncTankTrain)0x2) {
    (**(code **)(*(int *)this + 0x21c))(this,this + 0x104);
    this[0x104] = (CFuncTankTrain)0x2;
  }
  uVar1 = *(uint *)(param_1 + 0x30);
  if (((uVar1 == 0xffffffff) ||
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
    pCVar2 = (CBaseEntity *)0x0;
  }
  else {
    pCVar2 = *(CBaseEntity **)(puVar3 + 4);
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x508),pCVar2,(CBaseEntity *)this,0.0);
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)