L L4D2node

CHLTVServer::FireGameEvent

0x00171f50 · 379 bytes · __thiscall

_ZN11CHLTVServer13FireGameEventEP10IGameEvent.part.31

Decompiled

undefined (2 params)

/* CHLTVServer::FireGameEvent(IGameEvent*) [clone .part.31] */

void __thiscall CHLTVServer::FireGameEvent(CHLTVServer *this,IGameEvent *param_1)

{
  char cVar1;
  INetMessage *in_EAX;
  undefined4 uVar2;
  int *in_EDX;
  int in_GS_OFFSET;
  bf_write *this_00;
  undefined **local_4ac;
  undefined1 local_4a8;
  undefined4 local_4a4;
  undefined4 local_4a0;
  undefined4 local_49c;
  undefined8 local_498;
  undefined4 local_490;
  undefined4 local_48c;
  undefined8 local_488;
  undefined4 local_480;
  undefined4 local_47c;
  undefined1 local_478;
  undefined8 local_474;
  undefined4 local_46c;
  undefined4 local_468;
  undefined4 local_45c;
  undefined1 local_458;
  undefined4 local_454;
  undefined4 local_450;
  bf_write local_438 [24];
  undefined1 local_420 [1024];
  int local_20;
  
  this_00 = local_438;
  local_498 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_488 = 0;
  local_474 = 0;
  local_4a0 = 0;
  local_49c = 0;
  local_490 = 0;
  local_48c = 0;
  local_480 = 0;
  local_47c = 0;
  local_478 = 0;
  local_46c = 0;
  local_468 = 0;
  local_4a8 = 1;
  local_4a4 = 0;
  local_4ac = &PTR__SVC_GameEvent_002a1f48;
  local_458 = 0;
  local_45c = 0;
  local_454 = 0xffffffff;
  local_450 = 0;
  bf_write::bf_write(this_00);
  bf_write::StartWriting(this_00,local_420,0x400,0,-1);
  cVar1 = (**(code **)(s_GameEventManager + 0x30))(&s_GameEventManager);
  if (cVar1 == '\0') {
    uVar2 = (**(code **)(*in_EDX + 8))();
    DevMsg("CHLTVServer::FireGameEvent: failed to serialize event \'%s\'.\n",uVar2,this_00);
  }
  else {
    SendNetMsg(in_EAX,SUB41(&local_4ac,0),false);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)