L L4D2node

CTerrorPlayer::UpdateGameEventsForBeingIT

0x009fd710 · 615 bytes · __thiscall

_ZN13CTerrorPlayer26UpdateGameEventsForBeingITEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateGameEventsForBeingIT() */

void __thiscall CTerrorPlayer::UpdateGameEventsForBeingIT(CTerrorPlayer *this)

{
  code *pcVar1;
  uint uVar2;
  char cVar3;
  CTerrorPlayer CVar4;
  int *piVar5;
  undefined4 uVar6;
  int iVar7;
  CBaseEntity *this_00;
  undefined *puVar8;
  
  cVar3 = (**(code **)(*(int *)this + 0x550))(this);
  if (cVar3 == '\0') {
    if (this[0x3268] != (CTerrorPlayer)0x0) {
      piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"player_no_longer_it",0,0);
      if (piVar5 != (int *)0x0) {
        pcVar1 = *(code **)(*piVar5 + 0x30);
        uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
        (*pcVar1)(piVar5,"userid",uVar6);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
      }
      cVar3 = (**(code **)(*(int *)this + 300))(this);
      if (cVar3 != '\0') {
        (**(code **)(*(int *)(this + 0x3ab4) + 0x90))(this + 0x3ab4);
      }
      OnITExpired(this);
    }
  }
  else if (this[0x3268] == (CTerrorPlayer)0x0) {
    piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_now_it",0,0);
    if (piVar5 != (int *)0x0) {
      pcVar1 = *(code **)(*piVar5 + 0x30);
      uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
      (*pcVar1)(piVar5,"userid",uVar6);
      (**(code **)(*piVar5 + 0x2c))(piVar5,"exploded",this[0x3254]);
      uVar2 = *(uint *)(this + 0x3264);
      if ((((uVar2 == 0xffffffff) ||
           (puVar8 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar8 + 8) != uVar2 >> 0xc)) || (*(int *)(puVar8 + 4) == 0)) {
        (**(code **)(*piVar5 + 0x2c))(piVar5,"by_boomer",0);
      }
      else {
        pcVar1 = *(code **)(*piVar5 + 0x30);
        uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(*(int *)(puVar8 + 4) + 0x30));
        (*pcVar1)(piVar5,"attacker",uVar6);
        this_00 = (CBaseEntity *)0x0;
        pcVar1 = *(code **)(*piVar5 + 0x2c);
        uVar2 = *(uint *)(this + 0x3264);
        if (((uVar2 != 0xffffffff) &&
            (puVar8 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar8 + 8) == uVar2 >> 0xc)) {
          this_00 = *(CBaseEntity **)(puVar8 + 4);
        }
        iVar7 = CBaseEntity::GetTeamNumber(this_00);
        (*pcVar1)(piVar5,"by_boomer",iVar7 == 3);
      }
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
    }
  }
  CVar4 = (CTerrorPlayer)(**(code **)(*(int *)this + 0x550))(this);
  this[0x3268] = CVar4;
  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)