L L4D2node

CBaseEntity::OnEntityEvent

0x00601970 · 288 bytes · __thiscall

_ZN11CBaseEntity13OnEntityEventE13EntityEvent_tPv

Decompiled

undefined (3 params)

/* CBaseEntity::OnEntityEvent(EntityEvent_t, void*) */

void __thiscall CBaseEntity::OnEntityEvent(CBaseEntity *param_1,int param_2,uint param_3)

{
  uint uVar1;
  
  if (param_2 == 0) {
    if ((param_3 == 0) || ((param_3 & 0x20) != 0)) {
      param_1[0x250] = (CBaseEntity)((char)param_1[0x250] + '\x01');
    }
    if ((param_3 & 0x10) != 0) {
      param_1[0x251] = (CBaseEntity)((char)param_1[0x251] + '\x01');
    }
  }
  else {
    if (param_2 != 1) {
      return;
    }
    if ((param_3 == 0) || ((param_3 & 0x20) != 0)) {
      param_1[0x250] = (CBaseEntity)((char)param_1[0x250] + -1);
    }
    if ((param_3 & 0x10) != 0) {
      param_1[0x251] = (CBaseEntity)((char)param_1[0x251] + -1);
    }
  }
  if (param_1[0x186] != (CBaseEntity)0x6) {
    return;
  }
  uVar1 = ~-(uint)(param_1[0x250] == (CBaseEntity)0x0) & 0x20;
  if (param_1[0x251] != (CBaseEntity)0x0) {
    uVar1 = uVar1 | 0x10;
  }
  if (uVar1 != 0) {
    if (param_1[0x253] != (CBaseEntity)0x1) {
      (**(code **)(*(int *)param_1 + 0x2ec))(param_1,param_1 + 0x253);
      param_1[0x253] = (CBaseEntity)0x1;
    }
    SetWaterType(param_1,uVar1);
    return;
  }
  if (param_1[0x253] != (CBaseEntity)0x0) {
    (**(code **)(*(int *)param_1 + 0x2ec))(param_1,param_1 + 0x253);
    param_1[0x253] = (CBaseEntity)0x0;
  }
  SetWaterType(param_1,0);
  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)