L L4D2node

CTerrorAddonsEclipseContent::FireGameEvent

0x00502db0 · 482 bytes · __regparm3

_ZN27CTerrorAddonsEclipseContent13FireGameEventEP10IGameEvent.part.25

Decompiled

undefined (1 param)

/* CTerrorAddonsEclipseContent::FireGameEvent(IGameEvent*) [clone .part.25] */

void __regparm3 CTerrorAddonsEclipseContent::FireGameEvent(IGameEvent *param_1)

{
  code *pcVar1;
  undefined1 uVar2;
  char cVar3;
  char *pcVar4;
  char *pcVar5;
  KeyValues *pKVar6;
  int iVar7;
  int in_GS_OFFSET;
  bool bVar8;
  char local_228 [260];
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar4 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"mission",&DAT_00d539c2);
  pcVar5 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"gamemode",&DAT_00d539c2);
  pKVar6 = (KeyValues *)(**(code **)*g_pMatchExtL4D)(g_pMatchExtL4D);
  if (pKVar6 != (KeyValues *)0x0) {
    pKVar6 = (KeyValues *)KeyValues::FindKey(pKVar6,pcVar4,false);
    if (pKVar6 != (KeyValues *)0x0) {
      pcVar4 = (char *)KeyValues::GetString(pKVar6,"CfgFile",pcVar4);
      V_FileBase(pcVar4,local_228,0x104);
    }
  }
  pKVar6 = (KeyValues *)(**(code **)(*g_pMatchExtL4D + 4))(g_pMatchExtL4D);
  if (pKVar6 != (KeyValues *)0x0) {
    pKVar6 = (KeyValues *)KeyValues::FindKey(pKVar6,pcVar5,false);
    if (pKVar6 != (KeyValues *)0x0) {
      pcVar4 = (char *)KeyValues::GetString(pKVar6,"CfgFile",pcVar5);
      V_FileBase(pcVar4,local_124,0x104);
      iVar7 = KeyValues::GetInt(pKVar6,"mutation",0);
      bVar8 = iVar7 != 0;
      goto LAB_00502f08;
    }
  }
  bVar8 = false;
LAB_00502f08:
  pcVar1 = *(code **)(*engine + 0x224);
  uVar2 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"vanilla",0);
  cVar3 = (*pcVar1)(engine,uVar2,local_228,local_124,bVar8);
  if (cVar3 != '\0') {
    CNavMesh::LoadPlaceDatabase(TheNavMesh);
    CDirector::ReloadPopulationData(TheDirector);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)