CAchievementMgr::OnKillEvent
0x003e9190 · 492 bytes · __thiscall
_ZN15CAchievementMgr11OnKillEventEP11CBaseEntityS1_S1_P10IGameEvent
Decompiled
undefined (5 params)
/* CAchievementMgr::OnKillEvent(CBaseEntity*, CBaseEntity*, CBaseEntity*, IGameEvent*) */
void __thiscall
CAchievementMgr::OnKillEvent
(CAchievementMgr *this,CBaseEntity *param_1,CBaseEntity *param_2,CBaseEntity *param_3,
IGameEvent *param_4)
{
char *pcVar1;
bool bVar2;
char cVar3;
uint uVar4;
CBaseEntity *pCVar5;
int *piVar6;
CAchievementMgr *pCVar7;
int iVar8;
bool bVar9;
int local_24;
if (param_1 != (CBaseEntity *)0x0) {
cVar3 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
if ((cVar3 == '\0') &&
(pCVar5 = (CBaseEntity *)UTIL_GetLocalPlayer(), pCVar5 != (CBaseEntity *)0x0)) {
bVar9 = pCVar5 == param_2;
piVar6 = (int *)__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBaseCombatCharacter::typeinfo,
0);
if ((piVar6 == (int *)0x0) ||
(iVar8 = (**(code **)(*piVar6 + 0x4f4))(piVar6,pCVar5), iVar8 != 1)) {
bVar2 = false;
}
else {
bVar2 = true;
}
}
else {
bVar2 = false;
bVar9 = false;
}
local_24 = 2;
pCVar7 = this + 0xc0;
do {
if (0 < *(int *)(pCVar7 + 0xc)) {
iVar8 = 0;
do {
piVar6 = *(int **)(*(int *)pCVar7 + iVar8 * 4);
cVar3 = (**(code **)(*piVar6 + 0x54))(piVar6);
if ((((((cVar3 != '\0') &&
((uVar4 = (**(code **)(*piVar6 + 0x24))(piVar6), (uVar4 & 0x100) == 0 || (bVar9))))
&& ((uVar4 = (**(code **)(*piVar6 + 0x24))(piVar6), (uVar4 & 0x200) == 0 || (bVar2))
)) && (((pcVar1 = (char *)piVar6[0xe], pcVar1 == (char *)0x0 ||
(pcVar1 == *(char **)(param_1 + 0x7c))) ||
(cVar3 = CBaseEntity::ClassMatchesComplex(param_1,pcVar1), cVar3 != '\0'))
)) &&
((pcVar1 = (char *)piVar6[0xc], pcVar1 == (char *)0x0 ||
((param_3 != (CBaseEntity *)0x0 &&
((pcVar1 == *(char **)(param_3 + 0x7c) ||
(cVar3 = CBaseEntity::ClassMatchesComplex(param_3,pcVar1), cVar3 != '\0')))))))) &&
(((pcVar1 = (char *)piVar6[0xf], pcVar1 == (char *)0x0 ||
((param_2 != (CBaseEntity *)0x0 &&
((pcVar1 == *(char **)(param_2 + 0x7c) ||
(cVar3 = CBaseEntity::ClassMatchesComplex(param_2,pcVar1), cVar3 != '\0')))))) &&
((pcVar1 = (char *)piVar6[0xd], pcVar1 == (char *)0x0 ||
((param_3 != (CBaseEntity *)0x0 &&
((pcVar1 == *(char **)(param_3 + 0x154) ||
(cVar3 = CBaseEntity::NameMatchesComplex(param_3,pcVar1), cVar3 != '\0')))))))))) {
(**(code **)(*piVar6 + 0x18))(piVar6,param_1,param_2,param_3,param_4);
}
iVar8 = iVar8 + 1;
} while (iVar8 < *(int *)(pCVar7 + 0xc));
}
pCVar7 = pCVar7 + 0x14;
local_24 = local_24 + -1;
} while (local_24 != 0);
}
return;
}
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.