L L4D2node

CBoomerBlunderAwardTemplate::FireGameEvent

0x0084be40 · 764 bytes · __thiscall

_ZN27CBoomerBlunderAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CBoomerBlunderAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  int iVar3;
  CBaseEntity *pCVar4;
  CBaseEntity *pCVar5;
  int iVar6;
  
  pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar2 != (char *)0x0) &&
      (this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      this_00 != (CBaseEntity *)0x0)) && (iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 2))
  {
    if (((pcVar2 != "player_death") && (iVar3 = _V_stricmp(pcVar2,"player_death"), iVar3 != 0)) &&
       ((pcVar2 != "player_incapacitated" &&
        (iVar3 = _V_stricmp(pcVar2,"player_incapacitated"), iVar3 != 0)))) {
      if ((pcVar2 != "player_hurt") && (iVar3 = _V_stricmp(pcVar2,"player_hurt"), iVar3 != 0)) {
        return;
      }
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
      pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
      if (pCVar4 == (CBaseEntity *)0x0) {
        return;
      }
      if (pCVar5 == (CBaseEntity *)0x0) {
        return;
      }
      if (this_00 != pCVar5) {
        return;
      }
      iVar3 = CBaseEntity::GetTeamNumber(pCVar4);
      iVar6 = CBaseEntity::GetTeamNumber(this_00);
      if (iVar3 != iVar6) {
        return;
      }
      pcVar2 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
      if ((pcVar2 != "boomer") && (iVar3 = _V_stricmp(pcVar2,"boomer"), iVar3 != 0)) {
        return;
      }
      cVar1 = (**(code **)(*(int *)pCVar4 + 300))(pCVar4);
      if (cVar1 == '\0') {
        return;
      }
      cVar1 = (**(code **)(*(int *)pCVar4 + 0x7e8))(pCVar4);
      if (cVar1 != '\0') {
        return;
      }
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"dmg_health",0);
      if ((float)iVar3 < 20.0) {
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x59,0);
      return;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    if (iVar3 == 0) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
      if (iVar3 == 0) {
        return;
      }
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
      pCVar4 = (CBaseEntity *)UTIL_EntityByIndex(iVar3);
    }
    else {
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
    pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
    if (((pCVar4 != (CBaseEntity *)0x0) && (pCVar5 != (CBaseEntity *)0x0)) && (this_00 == pCVar5)) {
      iVar3 = CBaseEntity::GetTeamNumber(pCVar4);
      iVar6 = CBaseEntity::GetTeamNumber(this_00);
      if (iVar3 == iVar6) {
        pcVar2 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
        if ((pcVar2 != "boomer") && (iVar3 = _V_stricmp(pcVar2,"boomer"), iVar3 != 0)) {
          return;
        }
        (**(code **)(*(int *)this + 0x14))(this,0x59,0);
      }
    }
  }
  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)