L L4D2node

CTransitioningPlayer::FireGameEvent

0x00522de0 · 321 bytes · __thiscall

_ZN20CTransitioningPlayer13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CTransitioningPlayer::FireGameEvent(IGameEvent*) */

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

{
  code *pcVar1;
  char *pcVar2;
  int iVar3;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if ((pcVar2 == "player_transitioned") ||
     (iVar3 = _V_stricmp(pcVar2,"player_transitioned"), iVar3 == 0)) {
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    if ((iVar3 == *(int *)(this + 0x1a48)) &&
       (*(int *)(RemoveTransitioningPlayers._28_4_ + 0x30) != 0)) {
      UTIL_Remove((CBaseEntity *)this);
    }
  }
  else {
    pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
    if (((pcVar2 == "player_disconnect") ||
        (iVar3 = _V_stricmp(pcVar2,"player_disconnect"), iVar3 == 0)) &&
       (iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0),
       iVar3 == *(int *)(this + 0x1a48))) {
      if (*(int *)(RemoveTransitioningPlayers._28_4_ + 0x30) != 0) {
        UTIL_Remove((CBaseEntity *)this);
      }
      pcVar1 = *(code **)(*engine + 0x94);
      CFmtStrN<256>::CFmtStrN(local_11c,"kick_transitioning %d;",iVar3);
      (*pcVar1)(engine,local_117);
    }
  }
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)