L L4D2node

CGameEventManagerOld::AddListener

0x001665a0 · 101 bytes · __thiscall

_ZN20CGameEventManagerOld11AddListenerEP18IGameEventListenerPKcb

Decompiled

undefined (4 params)

/* CGameEventManagerOld::AddListener(IGameEventListener*, char const*, bool) */

undefined4 __thiscall
CGameEventManagerOld::AddListener
          (CGameEventManagerOld *this,IGameEventListener *param_1,char *param_2,bool param_3)

{
  CGameEventDescriptor *pCVar1;
  undefined4 uVar2;
  
  pCVar1 = (CGameEventDescriptor *)
           CGameEventManager::GetEventDescriptor
                     ((CGameEventManager *)&s_GameEventManager,param_2,(int *)0x0);
  if (pCVar1 != (CGameEventDescriptor *)0x0) {
    if (param_3) {
      _param_3 = 3;
    }
    else {
      _param_3 = 4;
    }
    uVar2 = CGameEventManager::AddListener
                      ((CGameEventManager *)&s_GameEventManager,param_1,pCVar1,_param_3);
    return uVar2;
  }
  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)