L L4D2node

CMatchEventsSubscription::RegisterEventData

0x0005cad0 · 148 bytes · __thiscall

_ZN24CMatchEventsSubscription17RegisterEventDataEP9KeyValues

Decompiled

undefined (2 params)

/* CMatchEventsSubscription::RegisterEventData(KeyValues*) */

void __thiscall
CMatchEventsSubscription::RegisterEventData(CMatchEventsSubscription *this,KeyValues *param_1)

{
  undefined4 *puVar1;
  char *pcVar2;
  char *pcVar3;
  int iVar4;
  int iVar5;
  
  if (((param_1 != (KeyValues *)0x0) &&
      (pcVar2 = (char *)KeyValues::GetName(param_1), pcVar2 != (char *)0x0)) && (*pcVar2 != '\0')) {
    iVar4 = *(int *)(this + 100);
    if (0 < iVar4) {
      iVar5 = 0;
      do {
        puVar1 = (undefined4 *)(*(int *)(this + 0x58) + iVar5 * 4);
        pcVar3 = (char *)KeyValues::GetName((KeyValues *)*puVar1);
        iVar4 = _V_stricmp(pcVar2,pcVar3);
        if (iVar4 == 0) {
          KeyValues::deleteThis();
          *puVar1 = param_1;
          return;
        }
        iVar4 = *(int *)(this + 100);
        iVar5 = iVar5 + 1;
      } while (iVar5 < iVar4);
    }
    CUtlVector<KeyValues*,CUtlMemory<KeyValues*,int>>::InsertBefore
              ((CUtlVector<KeyValues*,CUtlMemory<KeyValues*,int>> *)(this + 0x58),iVar4,&param_1);
    return;
  }
  return;
}

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)