L L4D2node

CGreedAwardTemplate::FireGameEvent

0x00851ef0 · 444 bytes · __thiscall

_ZN19CGreedAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CGreedAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  int iVar3;
  CBaseEntity *pCVar4;
  CTerrorPlayer *this_01;
  int iVar5;
  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 != "heal_begin") && (iVar3 = _V_stricmp(pcVar2,"heal_begin"), iVar3 != 0)) {
      if ((pcVar2 != "heal_success") && (iVar3 = _V_stricmp(pcVar2,"heal_success"), iVar3 != 0)) {
        return;
      }
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"subject",0);
      pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
      if (this_00 != pCVar4) {
        return;
      }
      if (this[0x10] == (CGreedAwardTemplate)0x0) {
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x5b,0);
      this[0x10] = (CGreedAwardTemplate)0x0;
      return;
    }
    this[0x10] = (CGreedAwardTemplate)0x0;
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"subject",0);
    pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
    if (this_00 == pCVar4) {
      iVar3 = (**(code **)(*(int *)this_00 + 0x52c))(this_00);
      if ((iVar3 != 0) &&
         (iVar3 = (**(code **)(*(int *)this_00 + 0x52c))(this_00),
         (*(uint *)(iVar3 + 300) & 0x880) != 0)) {
        return;
      }
      iVar6 = 0;
      iVar3 = GetHealthLevelForPlayer(this,(CTerrorPlayer *)this_00);
      do {
        this_01 = (CTerrorPlayer *)UTIL_PlayerByIndex(iVar6);
        if (((((this_01 != (CTerrorPlayer *)0x0) &&
              (cVar1 = (**(code **)(*(int *)this_01 + 0x16c))(this_01), cVar1 != '\0')) &&
             (this_00 != (CBaseEntity *)this_01)) &&
            ((iVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this_01), iVar5 == 2 &&
             (cVar1 = (**(code **)(*(int *)this_01 + 300))(this_01), cVar1 != '\0')))) &&
           ((iVar5 = GetHealthLevelForPlayer(this,this_01), iVar5 < iVar3 &&
            (iVar5 = CTerrorPlayer::GetTerrorWeapon(this_01,0xc), iVar5 == 0)))) {
          this[0x10] = (CGreedAwardTemplate)0x1;
          return;
        }
        iVar6 = iVar6 + 1;
      } while (iVar6 != 0x20);
    }
  }
  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)