CBasePropDoor::FireGameEvent
0x007f31c0 · 74 bytes · __thiscall
_ZN13CBasePropDoor13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CBasePropDoor::FireGameEvent(IGameEvent*) */
void __thiscall CBasePropDoor::FireGameEvent(CBasePropDoor *this,IGameEvent *param_1)
{
char *pcVar1;
int iVar2;
pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if (pcVar1 != "finale_start") {
iVar2 = _V_stricmp(pcVar1,"finale_start");
if (iVar2 != 0) {
return;
}
}
RescueDisable(this,false);
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.