L L4D2node

Music::OnKilled

0x008f40b0 · 532 bytes · __thiscall

_ZN5Music8OnKilledEb

Decompiled

undefined (2 params)

/* Music::OnKilled(bool) */

void __thiscall Music::OnKilled(Music *this,bool param_1)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  undefined4 local_18;
  undefined1 local_14;
  int local_10;
  
  uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
  MusicMsg("%s Music::OnKilled\n",uVar2);
  local_18 = 2;
  local_14 = 1;
  local_10 = 0;
  ForEachPlayer<LivePlayerCounter>((LivePlayerCounter *)&local_18);
  cVar1 = CBasePlayer::IsSplitScreenPlayer(*(CBasePlayer **)(this + 0x378));
  if (((cVar1 != '\0') ||
      (iVar3 = CBasePlayer::GetSplitScreenPlayers(*(CBasePlayer **)(this + 0x378)),
      0 < *(int *)(iVar3 + 0xc))) || (local_10 < 2)) {
    return;
  }
  StopPlaying(this,"all",2.0,false);
  if (param_1) {
    cVar1 = (**(code **)(*(int *)this + 0x14))(this);
    if (cVar1 == '\0') {
      Play(this,"Event.BleedingOutEnd",0,-1.0,false,false);
    }
    else {
      Play(this,"Event.BleedingOutEnd_L4D1",0,-1.0,false,false);
    }
  }
  cVar1 = (**(code **)(*(int *)this + 0x14))(this);
  iVar3 = *(int *)(*(int *)(this + 0x378) + 0x30);
  if (cVar1 == '\0') {
    if (iVar3 == 0) {
      iVar3 = 0;
    }
    else {
      iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
    }
    Play(this,"Event.SurvivorDeathHit",iVar3,-1.0,true,false);
    Play(this,"Event.SurvivorDeath",0,-1.0,false,false);
    return;
  }
  if (iVar3 == 0) {
    iVar3 = 0;
  }
  else {
    iVar3 = iVar3 - *(int *)(gpGlobals + 0x58) >> 4;
  }
  Play(this,"Event.SurvivorDeathHit_L4D1",iVar3,-1.0,true,false);
  Play(this,"Event.SurvivorDeath_L4D1",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)