L L4D2node

CCarProp::FireGameEvent

0x007fdcd0 · 479 bytes · __thiscall

_ZN8CCarProp13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CCarProp::FireGameEvent(IGameEvent*) */

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

{
  float fVar1;
  int iVar2;
  CBaseEntity *this_00;
  longdouble lVar3;
  undefined1 local_14 [12];
  
  if ((((this[0x1710] == (CCarProp)0x0) && (this[0x1711] == (CCarProp)0x0)) &&
      (this[0x16f5] == (CCarProp)0x0)) && (this[0x16f4] == (CCarProp)0x0)) {
    if ((0.0 < *(float *)(this + 0x1700)) &&
       (lVar3 = (longdouble)CountdownTimer::Now(), (float)lVar3 < *(float *)(this + 0x1700))) {
      return;
    }
    if ((0.0 < *(float *)(this + 0x170c)) &&
       (lVar3 = (longdouble)CountdownTimer::Now(), (float)lVar3 < *(float *)(this + 0x170c))) {
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    this_00 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if (this_00 != (CBaseEntity *)0x0) {
      fVar1 = *(float *)(car_alarm_chirp_distance._28_4_ + 0x2c);
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      }
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      if ((*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) *
          (*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) +
          (*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) *
          (*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) +
          (*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) *
          (*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) < fVar1 * fVar1) {
        CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ChirpStartThink);
        this[0x16f4] = (CCarProp)0x1;
      }
    }
  }
  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)