L L4D2node

CGameEventManager::FireEvent

0x00162740 · 89 bytes · __thiscall

_ZN17CGameEventManager9FireEventEP10IGameEventb

Decompiled

undefined (3 params)

/* CGameEventManager::FireEvent(IGameEvent*, bool) */

void __thiscall
CGameEventManager::FireEvent(CGameEventManager *this,IGameEvent *param_1,bool param_2)

{
  undefined4 uVar1;
  
  if (*(int *)(display_game_events._28_4_ + 0x30) != 0) {
    uVar1 = (**(code **)(*(int *)param_1 + 8))(param_1);
    Msg("Game Event Fired: %s\n",uVar1);
  }
  FireEventIntern(this,param_1,param_2,false);
  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)