L L4D2node

CGrenadeBlunderAwardTemplate::FireGameEvent

0x00852110 · 485 bytes · __thiscall

_ZN28CGrenadeBlunderAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CGrenadeBlunderAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *this_01;
  CBaseEntity *pCVar3;
  int iVar4;
  
  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 != "player_death") && (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 != 0)) &&
       ((pcVar1 != "player_incapacitated" &&
        (iVar2 = _V_stricmp(pcVar1,"player_incapacitated"), iVar2 != 0)))) {
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"type",0);
    if (iVar2 != 0x808) {
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if (iVar2 == 0) {
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
        if (iVar2 == 0) {
          return;
        }
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
        this_01 = (CBaseEntity *)UTIL_EntityByIndex(iVar2);
      }
      else {
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid");
        this_01 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
      pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      if (((this_01 != (CBaseEntity *)0x0) && (pCVar3 != (CBaseEntity *)0x0)) && (this_00 == pCVar3)
         ) {
        iVar2 = CBaseEntity::GetTeamNumber(this_01);
        iVar4 = CBaseEntity::GetTeamNumber(this_00);
        if (iVar2 == iVar4) {
          pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
          if ((((pcVar1 != "pipe_bomb") && (iVar2 = _V_stricmp(pcVar1,"pipe_bomb"), iVar2 != 0)) &&
              (pcVar1 != "inferno")) && (iVar2 = _V_stricmp(pcVar1,"inferno"), iVar2 != 0)) {
            return;
          }
          (**(code **)(*(int *)this + 0x14))(this,0x5a,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)