Music::OnBleedingOut
0x008f3ce0 · 375 bytes · __thiscall
_ZN5Music13OnBleedingOutEv
Decompiled
undefined (1 param)
/* Music::OnBleedingOut() */
void __thiscall Music::OnBleedingOut(Music *this)
{
char cVar1;
undefined4 uVar2;
int iVar3;
uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
MusicMsg("%s Music::OnBleedingOut\n",uVar2);
this[0x104] = (Music)0x1;
cVar1 = (**(code **)(*(int *)this + 0x14))(this);
if (cVar1 != '\0') {
StopPlaying(this,"Event.OnDown_L4D1",-1.0,false);
if (*(int *)(*(int *)(this + 0x378) + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(*(int *)(this + 0x378) + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
Play(this,"Event.BleedingOutHit_L4D1",iVar3,-1.0,true,false);
Play(this,"Event.BleedingOut_L4D1",0,-1.0,false,false);
return;
}
StopPlaying(this,"Event.OnDown",-1.0,false);
if (*(int *)(*(int *)(this + 0x378) + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(*(int *)(this + 0x378) + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
Play(this,"Event.BleedingOutHit",iVar3,-1.0,true,false);
Play(this,"Event.BleedingOut",0,-1.0,false,false);
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.