L L4D2node

CNotifyList::ReportNamedEvent

0x0067b390 · 135 bytes · __thiscall

_ZN11CNotifyList16ReportNamedEventEP11CBaseEntityPKc

Decompiled

undefined (3 params)

/* CNotifyList::ReportNamedEvent(CBaseEntity*, char const*) */

void __thiscall CNotifyList::ReportNamedEvent(CNotifyList *this,CBaseEntity *param_1,char *param_2)

{
  undefined4 *puVar1;
  int *piVar2;
  int iVar3;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  if ((((byte)param_1[0x14c] & 0x40) != 0) && (0 < *(int *)(this + 0x14))) {
    iVar3 = 0;
    do {
      puVar1 = (undefined4 *)(*(int *)(this + 8) + iVar3 * 8);
      if (param_1 == (CBaseEntity *)puVar1[1]) {
        piVar2 = (int *)*puVar1;
        local_30[0] = 0;
        local_24 = 0xffffffff;
        local_20 = 0;
        (**(code **)(*piVar2 + 0xb4))(piVar2,param_2,param_1,param_1,local_30,0);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x14));
  }
  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)