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 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.