L L4D2node

CAchievementMsgHandler::FireGameEvent

0x004e73c0 · 1092 bytes · __thiscall

_ZN22CAchievementMsgHandler13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CAchievementMsgHandler::FireGameEvent(IGameEvent*) */

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

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  char *pcVar4;
  int iVar5;
  CBaseEntity *this_00;
  int *piVar6;
  undefined4 uVar7;
  int local_20 [4];
  
  pcVar4 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (pcVar4 == (char *)0x0) {
    return;
  }
  iVar5 = _V_strcmp(pcVar4,"weapon_fire");
  if (iVar5 != 0) {
    iVar5 = _V_strcmp(pcVar4,"round_start_pre_entity");
    if ((iVar5 == 0) || (iVar5 = _V_strcmp(pcVar4,"survival_round_start"), iVar5 == 0)) {
      *(undefined4 *)(this + 0x24) = 0;
      *(undefined4 *)(this + 0x38) = 0;
      return;
    }
    iVar5 = _V_strcmp(pcVar4,"player_hurt");
    if (iVar5 != 0) {
      return;
    }
    iVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    this_00 = (CBaseEntity *)UTIL_PlayerByUserId(iVar5);
    if (this_00 == (CBaseEntity *)0x0) {
      return;
    }
    cVar3 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
    if (cVar3 == '\0') {
      return;
    }
    iVar5 = CBaseEntity::GetTeamNumber(this_00);
    if (iVar5 != 2) {
      return;
    }
    piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                              (gameeventmanager,"player_hurt_concise",0,0);
    if (piVar6 == (int *)0x0) {
      return;
    }
    pcVar2 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    (*pcVar2)(piVar6,"userid",uVar7);
    pcVar2 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attackerentid",0);
    (*pcVar2)(piVar6,"attackerentid",uVar7);
    pcVar2 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"dmg_health",0);
    (*pcVar2)(piVar6,"dmg_health",uVar7);
    pcVar2 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"type",0);
    (*pcVar2)(piVar6,"type",uVar7);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
    return;
  }
  iVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"weaponid",0);
  if (iVar5 == 0) {
    uVar7 = (**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
    DevMsg("weapon_fire message for %s is missing weapon ID!\n",uVar7);
    return;
  }
  local_20[0] = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
  iVar5 = GetWeaponInfo(iVar5);
  if (iVar5 == 0) {
    return;
  }
  uVar1 = *(uint *)(iVar5 + 0x894);
  if (0 < *(int *)(this + 0x24)) {
    if (**(int **)(this + 0x18) == local_20[0]) goto LAB_004e7555;
    iVar5 = 0;
    do {
      iVar5 = iVar5 + 1;
      if (iVar5 == *(int *)(this + 0x24)) goto LAB_004e74a0;
    } while ((*(int **)(this + 0x18))[iVar5] != local_20[0]);
    if (iVar5 != -1) goto LAB_004e7555;
  }
LAB_004e74a0:
  if ((((uVar1 != 0) && (uVar1 != 0xd)) && (2 < uVar1 - 7)) &&
     (piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"non_pistol_fired",0,0), piVar6 != (int *)0x0)) {
    pcVar2 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    (*pcVar2)(piVar6,"userid",uVar7);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
    CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
              ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x18),*(int *)(this + 0x24),local_20);
  }
LAB_004e7555:
  if (0 < *(int *)(this + 0x38)) {
    if (**(int **)(this + 0x2c) == local_20[0]) {
      return;
    }
    iVar5 = 0;
    do {
      iVar5 = iVar5 + 1;
      if (iVar5 == *(int *)(this + 0x38)) goto LAB_004e7580;
    } while ((*(int **)(this + 0x2c))[iVar5] != local_20[0]);
    if (iVar5 != -1) {
      return;
    }
  }
LAB_004e7580:
  if ((((uVar1 & 0xfffffffd) != 0xd) && (4 < uVar1 - 7)) &&
     (piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"non_melee_fired",0,0), piVar6 != (int *)0x0)) {
    pcVar2 = *(code **)(*piVar6 + 0x30);
    uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    (*pcVar2)(piVar6,"userid",uVar7);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
    CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
              ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x2c),*(int *)(this + 0x38),local_20);
  }
  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)