CDirector::OnPlayerDeath
0x00874700 · 255 bytes · __thiscall
_ZN9CDirector13OnPlayerDeathEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CDirector::OnPlayerDeath(CTerrorPlayer*) */
void __thiscall CDirector::OnPlayerDeath(CDirector *this,CTerrorPlayer *param_1)
{
float fVar1;
int iVar2;
longdouble lVar3;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (((iVar2 == 3) && (this[0x160] != (CDirector)0x0)) && (0.0 < *(float *)(this + 0x1d8))) {
lVar3 = (longdouble)CountdownTimer::Now();
if (((*(float *)(this + 0x1d8) <= (float)lVar3) && (**(int **)(TheDirector + 0x638) == 5)) &&
(*(int *)(this + 0x1c0) == 0)) {
fVar1 = *(float *)(ZombieGhostSpawnInterval._28_4_ + 0x2c);
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(this + 0x1d8)) {
(**(code **)(*(int *)(this + 0x1d0) + 4))(this + 0x1d0,this + 0x1d8);
*(float *)(this + 0x1d8) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(this + 0x1d4)) {
(**(code **)(*(int *)(this + 0x1d0) + 4))(this + 0x1d0,this + 0x1d4);
*(float *)(this + 0x1d4) = fVar1;
}
}
}
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.