L L4D2node

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 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)