L L4D2node

PlayerReporter::PlayerReporter

0x008fe3d0 · 775 bytes · __thiscall

_ZN14PlayerReporterC2Ev

Decompiled

undefined (1 param)

/* PlayerReporter::PlayerReporter() */

void __thiscall PlayerReporter::PlayerReporter(PlayerReporter *this)

{
  int *piVar1;
  
  *(undefined ***)this = &PTR__PlayerReporter_00cfd968;
  *(undefined2 *)(this + 0x22) = 0xffff;
  *(undefined2 *)(this + 0x20) = 0;
  piVar1 = gameeventmanager;
  *(undefined4 *)(this + 4) = 0x2a;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined2 *)(this + 0x18) = 0xffff;
  *(undefined2 *)(this + 0x1a) = 0xffff;
  *(undefined2 *)(this + 0x1c) = 0xffff;
  *(undefined2 *)(this + 0x1e) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  this[8] = (PlayerReporter)0x1;
                    /* try { // try from 008fe457 to 008fe6ce has its CatchHandler @ 008fe6d7 */
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_spawn",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_team",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_death",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_hurt",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_incapacitated",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_entered_start_area",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"weapon_fire",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"infected_hurt",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"heal_success",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"revive_success",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"pills_used",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"adrenaline_used",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"award_earned",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"defibrillator_used",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"round_end",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"finale_win",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"map_transition",1);
  piVar1 = gameeventmanager;
  this[8] = (PlayerReporter)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"server_shutdown",1);
  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)