CBaseClient::ProcessListenEvents
0x000f7b90 · 180 bytes · __thiscall
_ZN11CBaseClient19ProcessListenEventsEP16CLC_ListenEvents
Decompiled
undefined (2 params)
/* CBaseClient::ProcessListenEvents(CLC_ListenEvents*) */
undefined4 __thiscall CBaseClient::ProcessListenEvents(CBaseClient *this,CLC_ListenEvents *param_1)
{
CGameEventDescriptor *pCVar1;
uint uVar2;
uVar2 = 0;
(**(code **)(s_GameEventManager + 0x18))(&s_GameEventManager,this);
do {
while ((*(uint *)(param_1 + (uVar2 >> 5) * 4 + 0x4c) & 1 << ((byte)uVar2 & 0x1f)) == 0) {
uVar2 = uVar2 + 1;
if (uVar2 == 0x200) {
return 1;
}
}
pCVar1 = (CGameEventDescriptor *)
CGameEventManager::GetEventDescriptor((CGameEventManager *)&s_GameEventManager,uVar2);
if (pCVar1 == (CGameEventDescriptor *)0x0) {
DevMsg("ProcessListenEvents: game event %i not found.\n",uVar2);
return 0;
}
uVar2 = uVar2 + 1;
CGameEventManager::AddListener((CGameEventManager *)&s_GameEventManager,this,pCVar1,2);
} while (uVar2 != 0x200);
return 1;
}
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.