SurvivorBot::Event_Killed
0x009447e0 · 239 bytes · __thiscall
_ZN11SurvivorBot12Event_KilledERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* SurvivorBot::Event_Killed(CTakeDamageInfo const&) */
void __thiscall SurvivorBot::Event_Killed(SurvivorBot *this,CTakeDamageInfo *param_1)
{
CTerrorPlayer CVar1;
undefined4 uVar2;
char cVar3;
CTerrorPlayer *this_00;
(**(code **)(*(int *)(this + 0x4028) + 0x48))(this + 0x4028,param_1);
CTerrorPlayer::Event_Killed((CTerrorPlayer *)this,param_1);
if (0 < *(int *)(this + 0x4308)) {
this_00 = (CTerrorPlayer *)UTIL_PlayerByUserId(*(int *)(this + 0x4308));
if (this_00 != (CTerrorPlayer *)0x0) {
cVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar3 != '\0') {
uVar2 = *(undefined4 *)(this + 0x2ba0);
(**(code **)(*(int *)this + 0x8cc))(this,1,8,0);
CTerrorPlayer::NoteIdleStateWhenTakingOverDeadBot(this_00);
CVar1 = this_00[0x3fcd];
(**(code **)(*(int *)this_00 + 0x8cc))(this_00,2,uVar2,0);
if (CVar1 == (CTerrorPlayer)0x0) {
ResetHumanSpectator(this);
return;
}
CTerrorPlayer::ForceIdleStateWhenTakingOverDeadBot(this_00);
ResetHumanSpectator(this);
return;
}
}
}
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.