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 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.