L L4D2node

CExplosionAwardTemplate::FireGameEvent

0x0084ea90 · 829 bytes · __thiscall

_ZN23CExplosionAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CExplosionAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (pcVar1 == (char *)0x0) {
    return;
  }
  this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this);
  if (this_00 == (CBaseEntity *)0x0) {
    return;
  }
  iVar2 = CBaseEntity::GetTeamNumber(this_00);
  if (iVar2 != 3) {
    return;
  }
  iVar2 = CBaseEntity::GetTeamNumber(this_00);
  if (iVar2 != 3) {
    return;
  }
  iVar2 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
  if (iVar2 != 2) {
    return;
  }
  if ((pcVar1 == "player_hurt") || (iVar2 = _V_stricmp(pcVar1,"player_hurt"), iVar2 == 0)) {
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
    iVar2 = UTIL_PlayerByUserId(iVar2);
    if (iVar2 == 0) {
      return;
    }
    if (pCVar3 == (CBaseEntity *)0x0) {
      return;
    }
    if (*(float *)(this + 0x10) != *(float *)(gpGlobals + 0xc)) {
      return;
    }
    iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
    iVar4 = CBaseEntity::GetTeamNumber(this_00);
    if (iVar2 == iVar4) {
      return;
    }
    pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
    if ((pcVar1 != "boomer") && (iVar2 = _V_stricmp(pcVar1,"boomer"), iVar2 != 0)) {
      return;
    }
    (**(code **)(*(int *)this + 0x14))(this,0x8a,0);
    return;
  }
  if ((pcVar1 == "player_incapacitated") ||
     (iVar2 = _V_stricmp(pcVar1,"player_incapacitated"), iVar2 == 0)) {
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
    iVar2 = UTIL_PlayerByUserId(iVar2);
    if (iVar2 == 0) {
      return;
    }
    if (pCVar3 == (CBaseEntity *)0x0) {
      return;
    }
    if (*(float *)(this + 0x10) != *(float *)(gpGlobals + 0xc)) {
      return;
    }
    iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
    iVar4 = CBaseEntity::GetTeamNumber(this_00);
    if (iVar2 == iVar4) {
      return;
    }
LAB_0084ed63:
    pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
    if ((pcVar1 == "boomer") || (iVar2 = _V_stricmp(pcVar1,"boomer"), iVar2 == 0)) {
      (**(code **)(*(int *)this + 0x14))(this,0x8b,0);
    }
  }
  else {
    if ((pcVar1 != "player_death") && (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 != 0)) {
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
    iVar2 = UTIL_PlayerByUserId(iVar2);
    if (((iVar2 != 0) && (pCVar3 != (CBaseEntity *)0x0)) &&
       (*(float *)(this + 0x10) == *(float *)(gpGlobals + 0xc))) {
      iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
      iVar4 = CBaseEntity::GetTeamNumber(this_00);
      if (iVar2 != iVar4) goto LAB_0084ed63;
    }
    if (((this_00 == pCVar3) && (iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 == 3)) &&
       (iVar2 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar2 == 2)) {
      *(undefined4 *)(this + 0x10) = *(undefined4 *)(gpGlobals + 0xc);
    }
  }
  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)