CHelpingHandAwardTemplate::FireGameEvent
0x00853e20 · 203 bytes · __thiscall
_ZN25CHelpingHandAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CHelpingHandAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CHelpingHandAwardTemplate::FireGameEvent(CHelpingHandAwardTemplate *this,IGameEvent *param_1)
{
char *pcVar1;
CBaseEntity *this_00;
int iVar2;
CBaseEntity *pCVar3;
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 != "revive_success") && (iVar2 = _V_stricmp(pcVar1,"revive_success"), 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,"subject",0);
iVar2 = UTIL_PlayerByUserId(iVar2);
if (((this_00 == pCVar3) && (pCVar3 != (CBaseEntity *)0x0)) && ((&DAT_000039f1)[iVar2] != '\0'))
{
(**(code **)(*(int *)this + 0x14))(this,0x4b,iVar2);
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.