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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.