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 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.