L L4D2node

CFallCauserAwardTemplate::FireGameEvent

0x0084eff0 · 534 bytes · __thiscall

_ZN24CFallCauserAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CFallCauserAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  int iVar6;
  longdouble lVar7;
  
  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 == 3))
  {
    if ((pcVar1 != "player_ledge_grab") &&
       (iVar2 = _V_stricmp(pcVar1,"player_ledge_grab"), iVar2 != 0)) {
      if ((pcVar1 != "player_falldamage") &&
         (iVar2 = _V_stricmp(pcVar1,"player_falldamage"), 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,"causer",0);
      pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"damage",0);
      if (this_00 != pCVar4) {
        return;
      }
      if (pCVar3 == (CBaseEntity *)0x0) {
        return;
      }
      iVar5 = CBaseEntity::GetTeamNumber(pCVar3);
      iVar6 = CBaseEntity::GetTeamNumber(pCVar4);
      if (iVar5 == iVar6) {
        return;
      }
      iVar5 = *(int *)(pCVar3 + 0x100);
      lVar7 = (longdouble)(**(code **)(*(int *)pCVar3 + 0x7e4))(pCVar3);
      if ((float)iVar2 <= (float)lVar7 + (float)iVar5) {
        (**(code **)(*(int *)this + 0x14))(this,0x73,0);
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x74,0);
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"causer",0);
    pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if ((this_00 == pCVar4) && (pCVar3 != (CBaseEntity *)0x0)) {
      iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
      iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
      if (iVar2 != iVar5) {
        (**(code **)(*(int *)this + 0x14))(this,0x73,0);
      }
    }
  }
  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)