L L4D2node

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 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)