L L4D2node

CTerrorPlayer::SelectDeathPose

0x009d7b30 · 398 bytes · __thiscall

_ZN13CTerrorPlayer15SelectDeathPoseERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CTerrorPlayer::SelectDeathPose(CTakeDamageInfo const&) */

void __thiscall CTerrorPlayer::SelectDeathPose(CTerrorPlayer *this,CTakeDamageInfo *param_1)

{
  uint uVar1;
  CBaseEntity *this_00;
  int *piVar2;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  undefined *puVar6;
  
  iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (((iVar4 != 3) || (iVar4 = (**(code **)(*(int *)this + 0x544))(this), iVar4 != 2)) &&
     (cVar3 = IsPlayingDeathAnim(this), cVar3 == '\0')) {
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    cVar3 = IsASurvivorTeam(iVar4);
    if (((((cVar3 == '\0') || (uVar1 = *(uint *)(param_1 + 0x34), uVar1 == 0xffffffff)) ||
         ((puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc ||
          ((*(uint *)(puVar6 + 8) != uVar1 >> 0xc ||
           (this_00 = *(CBaseEntity **)(puVar6 + 4), this_00 == (CBaseEntity *)0x0)))))) ||
        (cVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar3 == '\0')) ||
       ((iVar4 = CBaseEntity::GetTeamNumber(this_00), iVar4 != 3 ||
        (iVar4 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar4 != 6)))) {
      cVar3 = (**(code **)(*(int *)this + 0x7e8))(this);
      piVar2 = mdlcache;
      if (cVar3 == '\0') {
        CCSPlayer::SelectDeathPose((CCSPlayer *)this,param_1);
        return;
      }
      (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 009d7bec to 009d7bf1 has its CatchHandler @ 009d7cd8 */
      uVar5 = (**(code **)(*(int *)this + 0x340))(this,0x198);
      *(undefined4 *)(this + 0x23d0) = uVar5;
      *(undefined4 *)(this + 0x23d4) = 1;
                    /* WARNING: Could not recover jumptable at 0x009d7c11. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar2 + 0x6c))();
      return;
    }
    *(float *)(this + 0x287c) = *(float *)(this + 0x287c) * 100.0;
    *(float *)(this + 0x2880) = *(float *)(this + 0x2880) * 100.0;
    *(float *)(this + 0x2884) = *(float *)(this + 0x2884) * 100.0;
  }
  *(undefined4 *)(this + 0x23d0) = 0xffffffff;
  *(undefined4 *)(this + 0x23d4) = 0;
  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)