L L4D2node

CHulkSlayerAwardTemplate::FireGameEvent

0x00857130 · 766 bytes · __thiscall

_ZN24CHulkSlayerAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CHulkSlayerAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *pCVar2;
  int iVar3;
  CBaseEntity *pCVar4;
  CBaseEntity *pCVar5;
  int iVar6;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar1 != (char *)0x0) &&
      (pCVar2 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      pCVar2 != (CBaseEntity *)0x0)) && (iVar3 = CBaseEntity::GetTeamNumber(pCVar2), iVar3 == 2)) {
    if ((pcVar1 != "player_hurt") && (iVar3 = _V_stricmp(pcVar1,"player_hurt"), iVar3 != 0)) {
      if ((pcVar1 != "player_incapacitated") &&
         (iVar3 = _V_stricmp(pcVar1,"player_incapacitated"), iVar3 != 0)) {
        if ((pcVar1 != "player_spawn") && (iVar3 = _V_stricmp(pcVar1,"player_spawn"), iVar3 != 0)) {
          return;
        }
        iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar2 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
        if (pCVar2 == (CBaseEntity *)0x0) {
          return;
        }
        if ((*(int *)(pCVar2 + 0x30) != 0) &&
           (0x1ff < *(int *)(pCVar2 + 0x30) - *(int *)(gpGlobals + 0x58))) {
          return;
        }
        iVar3 = CBaseEntity::GetTeamNumber(pCVar2);
        if (iVar3 != 3) {
          return;
        }
        iVar3 = (**(code **)(*(int *)pCVar2 + 0x544))(pCVar2);
        if (iVar3 != 8) {
          return;
        }
        if (*(int *)(pCVar2 + 0x30) == 0) {
          iVar3 = 0;
        }
        else {
          iVar3 = *(int *)(pCVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        *(undefined4 *)(this + iVar3 * 4 + 0x10) = 0;
        return;
      }
      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 (pCVar2 != pCVar5) {
        return;
      }
      if (pCVar4 == (CBaseEntity *)0x0) {
        return;
      }
      iVar3 = CBaseEntity::GetTeamNumber(pCVar4);
      if (iVar3 != 3) {
        return;
      }
      iVar3 = (**(code **)(*(int *)pCVar4 + 0x544))(pCVar4);
      if (iVar3 != 8) {
        return;
      }
      iVar3 = (**(code **)(*(int *)pCVar4 + 0x1fc))(pCVar4);
      if (*(int *)(pCVar4 + 0x30) == 0) {
        iVar6 = 0;
      }
      else {
        iVar6 = *(int *)(pCVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        if (0x1f < iVar6) {
          return;
        }
      }
      if ((float)*(int *)(this + iVar6 * 4 + 0x10) / (float)iVar3 < 0.8) {
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x11,0);
      return;
    }
    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 ((((pCVar2 == pCVar5) && (pCVar4 != (CBaseEntity *)0x0)) &&
        (iVar3 = CBaseEntity::GetTeamNumber(pCVar4), iVar3 == 3)) &&
       ((iVar3 = (**(code **)(*(int *)pCVar4 + 0x544))(pCVar4), iVar3 == 8 &&
        (iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"type",0), iVar3 != 0x20000)))) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"dmg_health",0);
      if (*(int *)(pCVar4 + 0x30) == 0) {
        iVar6 = 0;
      }
      else {
        iVar6 = *(int *)(pCVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        if (0x1f < iVar6) {
          return;
        }
      }
      *(int *)(this + iVar6 * 4 + 0x10) = *(int *)(this + iVar6 * 4 + 0x10) + iVar3;
    }
  }
  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)