L L4D2node

CAmbushAwardTemplate::FireGameEvent

0x0084bb30 · 622 bytes · __thiscall

_ZN20CAmbushAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CAmbushAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar1 != (char *)0x0) &&
      (this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      this_00 != (CBaseEntity *)0x0)) && (iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 == 2))
  {
    if ((pcVar1 != "melee_kill") && (iVar2 = _V_stricmp(pcVar1,"melee_kill"), iVar2 != 0)) {
      if ((pcVar1 == "map_transition") || (iVar2 = _V_stricmp(pcVar1,"map_transition"), iVar2 == 0))
      {
        CheckAndAwardMugger(this);
        return;
      }
      if ((pcVar1 == "finale_win") || (iVar2 = _V_stricmp(pcVar1,"finale_win"), iVar2 == 0)) {
        CheckAndAwardMugger(this);
        if (this[0x16] != (CAmbushAwardTemplate)0x0) {
          return;
        }
        if (this[0x14] != (CAmbushAwardTemplate)0x0) {
          return;
        }
        if (this[0x15] == (CAmbushAwardTemplate)0x0) {
          return;
        }
        (**(code **)(*(int *)this + 0x14))(this,0x18,0);
        return;
      }
      if ((pcVar1 == "player_first_spawn") ||
         (iVar2 = _V_stricmp(pcVar1,"player_first_spawn"), iVar2 == 0)) {
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        if (iVar2 == 0) {
          return;
        }
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
        if (this_00 != pCVar3) {
          return;
        }
        *(undefined4 *)(this + 0x10) = 0;
        this[0x14] = (CAmbushAwardTemplate)0x0;
        this[0x16] = (CAmbushAwardTemplate)0x0;
        if ((*(int *)(this_00 + 0x30d8) != 0) &&
           ((*(byte *)(*(int *)(this_00 + 0x30d8) + 300) & 0x80) != 0)) {
          this[0x15] = (CAmbushAwardTemplate)0x1;
          return;
        }
        this[0x15] = (CAmbushAwardTemplate)0x0;
        return;
      }
      if ((pcVar1 != "player_death") && (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 != 0)) {
        return;
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if (iVar2 == 0) {
        return;
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      if (this_00 != pCVar3) {
        return;
      }
      if (pCVar3 == (CBaseEntity *)0x0) {
        return;
      }
      this[0x16] = (CAmbushAwardTemplate)0x1;
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if ((this_00 == pCVar3) && (pCVar3 != (CBaseEntity *)0x0)) {
      (**(code **)(*(int *)this + 0x14))(this,0x16,0);
      *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
    }
  }
  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)