L L4D2node

CEventAction::CEventAction

0x0063b7c0 · 578 bytes · __thiscall

_ZN12CEventActionC1EPKc

Decompiled

undefined (2 params)

/* CEventAction::CEventAction(char const*) */

void __thiscall CEventAction::CEventAction(CEventAction *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  long lVar3;
  long lVar4;
  int in_GS_OFFSET;
  double dVar5;
  char cVar6;
  undefined4 local_130 [4];
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = s_iNextIDStamp + 1;
  s_iNextIDStamp = iVar1;
  *(undefined4 *)(this + 0x18) = 0;
  *(int *)(this + 0x14) = iVar1;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x10) = 0xffffffff;
  if (param_1 != (char *)0x0) {
    pcVar2 = strchr(param_1,0x1b);
    cVar6 = (-(pcVar2 == (char *)0x0) & 0x11U) + 0x1b;
    pcVar2 = (char *)nexttoken(local_120,0x100,param_1,cVar6);
    if (local_120[0] != '\0') {
      AllocPooledString((char *)local_130);
      *(undefined4 *)this = local_130[0];
    }
    pcVar2 = (char *)nexttoken(local_120,0x100,pcVar2,cVar6);
    AllocPooledString((char *)local_130);
    *(undefined4 *)(this + 4) = local_130[0];
    pcVar2 = (char *)nexttoken(local_120,0x100,pcVar2,cVar6);
    if (local_120[0] != '\0') {
      AllocPooledString((char *)local_130);
      *(undefined4 *)(this + 8) = local_130[0];
    }
    pcVar2 = (char *)nexttoken(local_120,0x100,pcVar2,cVar6);
    if (local_120[0] != '\0') {
      dVar5 = strtod(local_120,(char **)0x0);
      *(float *)(this + 0xc) = (float)dVar5;
    }
    nexttoken(local_120,0x100,pcVar2,cVar6);
    if (local_120[0] != '\0') {
      lVar3 = strtol(local_120,(char **)0x0,10);
      lVar4 = -1;
      if (lVar3 != 0) {
        lVar4 = lVar3;
      }
      *(long *)(this + 0x10) = lVar4;
    }
  }
  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)