L L4D2node

CSurvivorDeathModel::VisibilityMonitorCallback

0x009b2180 · 323 bytes · __cdecl

_ZN19CSurvivorDeathModel25VisibilityMonitorCallbackEP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* CSurvivorDeathModel::VisibilityMonitorCallback(CBaseEntity*, CBasePlayer*) */

undefined4 CSurvivorDeathModel::VisibilityMonitorCallback(CBaseEntity *param_1,CBasePlayer *param_2)

{
  code *pcVar1;
  int iVar2;
  int *piVar3;
  undefined4 uVar4;
  int iVar5;
  
  if (param_1 != (CBaseEntity *)0x0) {
    iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&typeinfo,0);
    piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"dead_survivor_visible",0,0);
    if (piVar3 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar3 + 0x30);
      uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
      (*pcVar1)(piVar3,"userid",uVar4);
      if (*(int *)(param_1 + 0x30) == 0) {
        iVar5 = 0;
      }
      else {
        iVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      (**(code **)(*piVar3 + 0x30))(piVar3,"subject",iVar5);
      iVar2 = CTerrorPlayer::GetPlayerByCharacter(*(undefined4 *)(iVar2 + 0x17d8));
      pcVar1 = *(code **)(*piVar3 + 0x30);
      uVar4 = 0;
      if (iVar2 != 0) {
        uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(iVar2 + 0x30));
      }
      (*pcVar1)(piVar3,"deadplayer",uVar4);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    }
    return 1;
  }
  return 0;
}

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)