L L4D2node

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 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)