L L4D2node

CEventLog::FireGameEvent

0x00699140 · 25 bytes · __cdecl

_ZN9CEventLog13FireGameEventEP10IGameEvent

Decompiled

undefined (1 param)

/* CEventLog::FireGameEvent(IGameEvent*) */

void CEventLog::FireGameEvent(IGameEvent *param_1)

{
  if (g_bIsLogging == '\0') {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x0069915e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_1 + 0x18))();
  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)