L L4D2node

CGameEventManagerOld::FireEventIntern

0x00166720 · 161 bytes · __thiscall

_ZN20CGameEventManagerOld15FireEventInternEP9KeyValuesbb

Decompiled

undefined (4 params)

/* CGameEventManagerOld::FireEventIntern(KeyValues*, bool, bool) */

undefined4 __thiscall
CGameEventManagerOld::FireEventIntern
          (CGameEventManagerOld *this,KeyValues *param_1,bool param_2,bool param_3)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  if (param_1 != (KeyValues *)0x0) {
    pcVar1 = *(code **)(s_GameEventManager + 0x1c);
    uVar2 = KeyValues::GetName(param_1);
    iVar3 = (*pcVar1)(&s_GameEventManager,uVar2,0,0);
    if (iVar3 != 0) {
      KeyValues::deleteThis();
      *(KeyValues **)(iVar3 + 8) = param_1;
      if (!param_3) {
                    /* WARNING: Could not recover jumptable at 0x001667a3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        uVar2 = (**(code **)(s_GameEventManager + 0x20))();
        return uVar2;
      }
                    /* WARNING: Could not recover jumptable at 0x001667b8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)(s_GameEventManager + 0x24))();
      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)