L L4D2node

CGameEventManagerOld::GetEvent

0x00166560 · 47 bytes · __thiscall

_ZN20CGameEventManagerOld8GetEventEPKc

Decompiled

undefined (2 params)

/* CGameEventManagerOld::GetEvent(char const*) */

undefined4 __thiscall CGameEventManagerOld::GetEvent(CGameEventManagerOld *this,char *param_1)

{
  int iVar1;
  
  iVar1 = CGameEventManager::GetEventDescriptor
                    ((CGameEventManager *)&s_GameEventManager,param_1,(int *)0x0);
  if (iVar1 != 0) {
    return *(undefined4 *)(iVar1 + 8);
  }
  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)