L L4D2node

CGameEventManager::GetEventDescriptor

0x00161d90 · 58 bytes · __thiscall

_ZN17CGameEventManager18GetEventDescriptorEP10IGameEvent

Decompiled

undefined (2 params)

/* CGameEventManager::GetEventDescriptor(IGameEvent*) */

undefined4 __thiscall
CGameEventManager::GetEventDescriptor(CGameEventManager *this,IGameEvent *param_1)

{
  int iVar1;
  
  if (param_1 != (IGameEvent *)0x0) {
    iVar1 = __dynamic_cast(param_1,&IGameEvent::typeinfo,&CGameEvent::typeinfo,0);
    if (iVar1 != 0) {
      return *(undefined4 *)(iVar1 + 4);
    }
  }
  return 0;
}

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)