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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.