L L4D2node

CHLTVDirector::FireGameEvent

0x006dbc90 · 107 bytes · __thiscall

_ZN13CHLTVDirector13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CHLTVDirector::FireGameEvent(IGameEvent*) */

void __thiscall CHLTVDirector::FireGameEvent(CHLTVDirector *this,IGameEvent *param_1)

{
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  if (*(int *)(this + 0x14) != 0) {
    local_10 = (**(code **)(*gameeventmanager + 0x28))(gameeventmanager,param_1);
    local_14 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"priority",0xffffffff);
    local_18 = *(undefined4 *)(gpGlobals + 0x18);
    CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
    ::Insert((CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
              *)(this + 0x1d0),(CGameEvent *)&local_18);
  }
  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)