L L4D2node

CHeadhunterAwardTemplate::FireGameEvent

0x00853ad0 · 758 bytes · __thiscall

_ZN24CHeadhunterAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CHeadhunterAwardTemplate::FireGameEvent(IGameEvent*) */

void __thiscall
CHeadhunterAwardTemplate::FireGameEvent(CHeadhunterAwardTemplate *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))
  {
    return;
  }
  if ((pcVar2 == "map_transition") || (iVar3 = _V_stricmp(pcVar2,"map_transition"), iVar3 == 0)) {
    CheckAndAwardHeadhunter(this);
    return;
  }
  if ((pcVar2 == "player_first_spawn") ||
     (iVar3 = _V_stricmp(pcVar2,"player_first_spawn"), iVar3 == 0)) {
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    if (iVar3 == 0) {
      return;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
    if (this_00 != pCVar4) {
      return;
    }
    *(undefined4 *)(this + 0x10) = 0;
    *(undefined4 *)(this + 0x14) = 0;
    this[0x18] = (CHeadhunterAwardTemplate)0x0;
    this[0x19] = (CHeadhunterAwardTemplate)0x0;
    this[0x1b] = (CHeadhunterAwardTemplate)0x0;
    if ((*(int *)(this_00 + 0x30d8) != 0) &&
       ((*(byte *)(*(int *)(this_00 + 0x30d8) + 300) & 0x80) != 0)) {
      this[0x1a] = (CHeadhunterAwardTemplate)0x1;
      return;
    }
    this[0x1a] = (CHeadhunterAwardTemplate)0x0;
    return;
  }
  if ((pcVar2 != "finale_win") && (iVar3 = _V_stricmp(pcVar2,"finale_win"), iVar3 != 0)) {
    if ((pcVar2 != "player_death") && (iVar3 = _V_stricmp(pcVar2,"player_death"), iVar3 != 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(this_00);
      iVar6 = CBaseEntity::GetTeamNumber(pCVar4);
      if (iVar3 != iVar6) {
        *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
        cVar1 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"headshot",0);
        if (cVar1 == '\0') {
          return;
        }
        *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
        return;
      }
    }
    if (pCVar4 != this_00) {
      return;
    }
    if (pCVar4 == (CBaseEntity *)0x0) {
      return;
    }
    this[0x1b] = (CHeadhunterAwardTemplate)0x1;
    return;
  }
  CheckAndAwardHeadhunter(this);
  if (this[0x1b] != (CHeadhunterAwardTemplate)0x0) {
    return;
  }
  if (this[0x1a] == (CHeadhunterAwardTemplate)0x0) {
    return;
  }
  if (this[0x18] != (CHeadhunterAwardTemplate)0x0) {
    return;
  }
  if (this[0x19] != (CHeadhunterAwardTemplate)0x0) {
    (**(code **)(*(int *)this + 0x14))(this,0x24);
    return;
  }
  (**(code **)(*(int *)this + 0x14))(this,0x25,0);
  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)