L L4D2node

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 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)