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 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.