L L4D2node

CGameEventManager::ConPrintEvent

0x00161de0 · 345 bytes · __thiscall

_ZN17CGameEventManager13ConPrintEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CGameEventManager::ConPrintEvent(IGameEvent*) */

void __thiscall CGameEventManager::ConPrintEvent(CGameEventManager *this,IGameEvent *param_1)

{
  int iVar1;
  KeyValues *this_00;
  undefined4 uVar2;
  undefined4 uVar3;
  longdouble lVar4;
  
  iVar1 = GetEventDescriptor(this,param_1);
  if (iVar1 != 0) {
    for (this_00 = (KeyValues *)KeyValues::GetFirstSubKey(*(KeyValues **)(iVar1 + 8));
        this_00 != (KeyValues *)0x0; this_00 = (KeyValues *)KeyValues::GetNextKey(this_00)) {
      while( true ) {
        uVar2 = KeyValues::GetName(this_00);
        iVar1 = KeyValues::GetInt(this_00,(char *)0x0,0);
        if (iVar1 != 1) break;
        uVar3 = (**(code **)(*(int *)param_1 + 0x28))(param_1,uVar2,&DAT_002c79d4);
        ConMsg("- \"%s\" = \"%s\"\n",uVar2,uVar3);
        this_00 = (KeyValues *)KeyValues::GetNextKey(this_00);
        if (this_00 == (KeyValues *)0x0) {
          return;
        }
      }
      if (iVar1 == 2) {
        lVar4 = (longdouble)(**(code **)(*(int *)param_1 + 0x24))(param_1,uVar2,0);
        ConMsg("- \"%s\" = \"%.2f\"\n",uVar2,(double)(float)lVar4);
      }
      else if (iVar1 == 0) {
        uVar3 = (**(code **)(*(int *)param_1 + 0x28))(param_1,uVar2,&DAT_002c79d4);
        ConMsg("- \"%s\" = \"%s\" (local)\n",uVar2,uVar3);
      }
      else {
        uVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,uVar2,0);
        ConMsg("- \"%s\" = \"%i\"\n",uVar2,uVar3);
      }
    }
  }
  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)