CNotifyList::ReportSystemEvent
0x0067b420 · 100 bytes · __thiscall
_ZN11CNotifyList17ReportSystemEventEP11CBaseEntity21notify_system_event_tRK28notify_system_event_params_t
Decompiled
undefined (4 params)
/* CNotifyList::ReportSystemEvent(CBaseEntity*, notify_system_event_t, notify_system_event_params_t
const&) */
void __thiscall
CNotifyList::ReportSystemEvent(CNotifyList *this,int param_1,undefined4 param_3,undefined4 param_4)
{
undefined4 *puVar1;
int *piVar2;
int iVar3;
if (((*(byte *)(param_1 + 0x14c) & 0x40) != 0) && (0 < *(int *)(this + 0x14))) {
iVar3 = 0;
do {
puVar1 = (undefined4 *)(*(int *)(this + 8) + iVar3 * 8);
if (param_1 == puVar1[1]) {
piVar2 = (int *)*puVar1;
(**(code **)(*piVar2 + 0x1e0))(piVar2,param_1,param_3,param_4);
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x14));
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.