CLogicGameEvent::InputFireEvent
0x006e6ee0 · 189 bytes · __thiscall
_ZN15CLogicGameEvent14InputFireEventER11inputdata_t
Decompiled
undefined (2 params)
/* CLogicGameEvent::InputFireEvent(inputdata_t&) */
void __thiscall CLogicGameEvent::InputFireEvent(CLogicGameEvent *this,inputdata_t *param_1)
{
int *piVar1;
code *pcVar2;
char cVar3;
undefined1 *puVar4;
int *piVar5;
undefined4 uVar6;
puVar4 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x440) != (undefined1 *)0x0) {
puVar4 = *(undefined1 **)(this + 0x440);
}
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,puVar4,0,0);
if (piVar5 != (int *)0x0) {
if (((((byte)this[0x148] & 1) != 0) && (piVar1 = *(int **)param_1, piVar1 != (int *)0x0)) &&
(cVar3 = (**(code **)(*piVar1 + 0x16c))(piVar1), cVar3 != '\0')) {
pcVar2 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,piVar1[0xc]);
(*pcVar2)(piVar5,"userid",uVar6);
}
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
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.