L L4D2node

CEventQueue::AddEvent

0x0063c270 · 280 bytes · __thiscall

_ZN11CEventQueue8AddEventEPKcS1_9variant_tfP11CBaseEntityS4_i

Decompiled

undefined (8 params)

/* CEventQueue::AddEvent(char const*, char const*, variant_t, float, CBaseEntity*, CBaseEntity*,
   int) */

void __thiscall
CEventQueue::AddEvent
          (CEventQueue *this,char *param_1,char *param_2,float *param_4,float param_5,int *param_6,
          int *param_7,float param_8)

{
  float *pfVar1;
  char *pcVar2;
  float *pfVar3;
  CEventQueue *pCVar4;
  
  pfVar1 = (float *)CUtlMemoryPool::Alloc
                              ((CUtlMemoryPool *)EventQueuePrioritizedEvent_t::s_Allocator,0x38);
  pfVar1[3] = -NAN;
  pfVar1[4] = -NAN;
  pfVar1[6] = -NAN;
  pfVar1[7] = 0.0;
  pfVar1[10] = -NAN;
  pfVar1[0xb] = 0.0;
  *pfVar1 = param_5 + *(float *)(gpGlobals + 0xc);
  pcVar2 = (char *)0x0;
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    pcVar2 = param_1;
  }
  pfVar1[1] = (float)pcVar2;
  pcVar2 = (char *)0x0;
  if ((param_2 != (char *)0x0) && (*param_2 != '\0')) {
    pcVar2 = param_2;
  }
  pfVar1[2] = (float)pcVar2;
  if (param_6 != (int *)0x0) {
    pfVar3 = (float *)(**(code **)(*param_6 + 0xc))(param_6);
    pfVar1[3] = *pfVar3;
  }
  if (param_7 == (int *)0x0) {
    pfVar1[4] = -NAN;
  }
  else {
    pfVar3 = (float *)(**(code **)(*param_7 + 0xc))(param_7);
    pfVar1[4] = *pfVar3;
  }
  pfVar1[7] = *param_4;
  pfVar1[8] = param_4[1];
  pfVar1[9] = param_4[2];
  pfVar1[10] = param_4[3];
  pfVar1[0xb] = param_4[4];
  pfVar1[5] = param_8;
  do {
    pCVar4 = this;
    this = *(CEventQueue **)(pCVar4 + 0x30);
    if (this == (CEventQueue *)0x0) break;
  } while (*(float *)this < *pfVar1 || *(float *)this == *pfVar1);
  pfVar1[0xc] = (float)this;
  pfVar1[0xd] = (float)pCVar4;
  *(float **)(pCVar4 + 0x30) = pfVar1;
  if (pfVar1[0xc] != 0.0) {
    *(float **)((int)pfVar1[0xc] + 0x34) = pfVar1;
  }
  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)