L L4D2node

CHitAndRunAwardTemplate::FireGameEvent

0x00855020 · 714 bytes · __thiscall

_ZN23CHitAndRunAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CHitAndRunAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (pcVar1 == (char *)0x0) {
    return;
  }
  this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this);
  if (this_00 == (CBaseEntity *)0x0) {
    return;
  }
  iVar2 = CBaseEntity::GetTeamNumber(this_00);
  if (iVar2 != 3) {
    return;
  }
  iVar2 = CBaseEntity::GetTeamNumber(this_00);
  if (iVar2 != 3) {
    return;
  }
  iVar2 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
  if (iVar2 != 3) {
    return;
  }
  if (((pcVar1 == "player_hurt") || (iVar2 = _V_stricmp(pcVar1,"player_hurt"), iVar2 == 0)) &&
     (*(int *)(this + 0x10) == 0)) {
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
    pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if (pCVar4 == (CBaseEntity *)0x0) {
      return;
    }
    if (pCVar3 == (CBaseEntity *)0x0) {
      return;
    }
    if (this_00 == pCVar4) {
      iVar2 = CBaseEntity::GetTeamNumber(pCVar3);
      iVar5 = CBaseEntity::GetTeamNumber(this_00);
      if (iVar2 != iVar5) goto LAB_008551aa;
    }
    if (this_00 != pCVar3) {
      return;
    }
    iVar2 = CBaseEntity::GetTeamNumber(this_00);
    iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
    if (iVar2 == iVar5) {
      return;
    }
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    if (((byte)pCVar4[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(pCVar4);
    }
    if (500.0 <= SQRT((*(float *)(pCVar4 + 0x2e8) - *(float *)(this_00 + 0x2e8)) *
                      (*(float *)(pCVar4 + 0x2e8) - *(float *)(this_00 + 0x2e8)) +
                      (*(float *)(pCVar4 + 0x2e0) - *(float *)(this_00 + 0x2e0)) *
                      (*(float *)(pCVar4 + 0x2e0) - *(float *)(this_00 + 0x2e0)) +
                      (*(float *)(pCVar4 + 0x2e4) - *(float *)(this_00 + 0x2e4)) *
                      (*(float *)(pCVar4 + 0x2e4) - *(float *)(this_00 + 0x2e4)))) {
      return;
    }
  }
  else {
    if (((pcVar1 != "player_shoved") && (iVar2 = _V_stricmp(pcVar1,"player_shoved"), iVar2 != 0)) ||
       (*(int *)(this + 0x10) != 0)) {
      if ((pcVar1 != "player_death") && (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 != 0)) {
        return;
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      if (this_00 != pCVar3) {
        return;
      }
      *(undefined4 *)(this + 0x10) = 0;
      *(undefined4 *)(this + 0x14) = 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,"attacker",0);
    pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if (pCVar3 == (CBaseEntity *)0x0) {
      return;
    }
    if (pCVar4 == (CBaseEntity *)0x0) {
      return;
    }
    if (this_00 != pCVar3) {
      return;
    }
    iVar2 = CBaseEntity::GetTeamNumber(this_00);
    iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
    if (iVar2 == iVar5) {
      return;
    }
  }
LAB_008551aa:
  *(undefined4 *)(this + 0x10) = 1;
  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)