CGameEventManager::ReloadEventDefinitions
0x00161d00 · 120 bytes · __thiscall
_ZN17CGameEventManager22ReloadEventDefinitionsEv
Decompiled
undefined (1 param)
/* CGameEventManager::ReloadEventDefinitions() */
void __thiscall CGameEventManager::ReloadEventDefinitions(CGameEventManager *this)
{
undefined4 uVar1;
int iVar2;
int iVar3;
int iVar4;
undefined2 local_1e [7];
if (0 < *(int *)(this + 0x70)) {
iVar4 = 0;
do {
local_1e[0] = *(undefined2 *)(*(int *)(this + 100) + iVar4 * 2);
iVar4 = iVar4 + 1;
uVar1 = CUtlSymbolTable::String((CUtlSymbolTable *)(this + 0x2c),local_1e);
(**(code **)(*(int *)this + 8))(this,uVar1);
} while (iVar4 < *(int *)(this + 0x70));
}
iVar4 = *(int *)(this + 0x10);
iVar3 = 0;
iVar2 = 0;
if (0 < iVar4) {
do {
*(int *)(*(int *)(this + 4) + iVar3) = iVar2;
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x34;
} while (iVar2 != iVar4);
}
return;
}
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.