CGameEventManager::DuplicateEvent
0x001609e0 · 157 bytes · __thiscall
_ZN17CGameEventManager14DuplicateEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CGameEventManager::DuplicateEvent(IGameEvent*) */
CGameEvent * __thiscall
CGameEventManager::DuplicateEvent(CGameEventManager *this,IGameEvent *param_1)
{
char *pcVar1;
int iVar2;
CGameEvent *this_00;
undefined4 uVar3;
if (param_1 != (IGameEvent *)0x0) {
iVar2 = __dynamic_cast(param_1,&IGameEvent::typeinfo,&CGameEvent::typeinfo,0);
if (iVar2 != 0) {
pcVar1 = *(char **)(*(int *)(*(int *)(iVar2 + 4) + 4) * 0x18 + *(int *)(this + 0x7c) + 0x10);
this_00 = operator_new(0xc);
/* try { // try from 00160a4b to 00160a4f has its CatchHandler @ 00160a82 */
CGameEvent::CGameEvent(this_00,*(CGameEventDescriptor **)(iVar2 + 4),pcVar1);
KeyValues::deleteThis();
uVar3 = KeyValues::MakeCopy(*(KeyValues **)(iVar2 + 8));
*(undefined4 *)(this_00 + 8) = uVar3;
return this_00;
}
}
return (CGameEvent *)0x0;
}
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.