L L4D2node

CGameEventManager::VerifyListenerList

0x00163e60 · 237 bytes · __thiscall

_ZN17CGameEventManager18VerifyListenerListEv

Decompiled

undefined (1 param)

/* CGameEventManager::VerifyListenerList() */

void __thiscall CGameEventManager::VerifyListenerList(CGameEventManager *this)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  int *piVar4;
  undefined4 *puVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  int local_28;
  int local_24;
  
  local_28 = 0;
  local_24 = 0;
  iVar1 = *(int *)(this + 0x10);
  if (0 < iVar1) {
    do {
      while( true ) {
        iVar7 = local_28 + *(int *)(this + 4);
        uVar2 = *(undefined4 *)(local_24 * 0x18 + *(int *)(this + 0x7c) + 0x10);
        if (iVar7 == 0) break;
        iVar3 = *(int *)(iVar7 + 0x18);
        iVar8 = 0;
        if (0 < iVar3) {
          do {
            while (puVar5 = *(undefined4 **)(*(int *)(iVar7 + 0xc) + iVar8 * 4),
                  puVar5 == (undefined4 *)0x0) {
              iVar8 = iVar8 + 1;
              Msg("VerifyListenerList-Bug: Bad listener in list! (%s)\n",uVar2);
              if (iVar8 == iVar3) goto LAB_00163f10;
            }
            piVar4 = (int *)*puVar5;
            iVar6 = (**(code **)(*piVar4 + 0xc))(piVar4);
            if (iVar6 != 0x2a) {
              Msg("VerifyListenerList-Bug: Bad callback in list! (%s)\n",uVar2);
            }
            iVar8 = iVar8 + 1;
          } while (iVar8 != iVar3);
        }
LAB_00163f10:
        local_24 = local_24 + 1;
        local_28 = local_28 + 0x34;
        if (local_24 == iVar1) {
          return;
        }
      }
      Msg("VerifyListenerList-Bug: Bad event in list! (%d)\n",local_24);
      local_24 = local_24 + 1;
      local_28 = local_28 + 0x34;
    } while (local_24 != iVar1);
  }
  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)