L L4D2node

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 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)