L L4D2node

CPropHealthCabinet::FireGameEvent

0x004ef8e0 · 76 bytes · __thiscall

_ZN18CPropHealthCabinet13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CPropHealthCabinet::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  int iVar2;
  
  if (this[0x15dc] != (CPropHealthCabinet)0x0) {
    return;
  }
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if ((pcVar1 != "round_start_post_nav") &&
     (iVar2 = _V_stricmp(pcVar1,"round_start_post_nav"), iVar2 != 0)) {
    return;
  }
  SpawnItems(this);
  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)