CItSurvivorAwardTemplate::FireGameEvent
0x00857ed0 · 868 bytes · __thiscall
_ZN24CItSurvivorAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CItSurvivorAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CItSurvivorAwardTemplate::FireGameEvent(CItSurvivorAwardTemplate *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) &&
(this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
this_00 != (CBaseEntity *)0x0)) && (iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 == 2))
{
if ((pcVar1 == "player_now_it") || (iVar2 = _V_stricmp(pcVar1,"player_now_it"), iVar2 == 0)) {
iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
if ((this_00 == pCVar3) && (pCVar3 != (CBaseEntity *)0x0)) {
this[0x10] = (CItSurvivorAwardTemplate)0x1;
*(undefined4 *)(this + 0x14) = 0;
this[0x18] = (CItSurvivorAwardTemplate)0x0;
}
}
else if ((pcVar1 == "player_death") || (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 == 0))
{
if (this[0x10] != (CItSurvivorAwardTemplate)0x0) {
iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
if (iVar2 == 0) {
iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid");
if (iVar2 == 0) {
return;
}
iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
pCVar3 = (CBaseEntity *)UTIL_EntityByIndex(iVar2);
}
else {
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) && (pCVar4 != (CBaseEntity *)0x0)) &&
(this_00 == pCVar4)) {
iVar2 = CBaseEntity::GetTeamNumber(this_00);
iVar5 = CBaseEntity::GetTeamNumber(pCVar3);
if (iVar2 != iVar5) {
*(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
}
}
}
}
else if ((pcVar1 == "player_hurt") || (iVar2 = _V_stricmp(pcVar1,"player_hurt"), iVar2 == 0)) {
if (this[0x10] != (CItSurvivorAwardTemplate)0x0) {
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 (this_00 == pCVar3) {
if (pCVar4 != (CBaseEntity *)0x0) {
iVar2 = CBaseEntity::GetTeamNumber(this_00);
iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
if (iVar2 == iVar5) {
return;
}
}
this[0x18] = (CItSurvivorAwardTemplate)0x1;
}
}
}
else {
if ((pcVar1 == "player_no_longer_it") ||
(iVar2 = _V_stricmp(pcVar1,"player_no_longer_it"), iVar2 == 0)) {
if (this[0x10] == (CItSurvivorAwardTemplate)0x0) {
return;
}
if ((this[0x18] == (CItSurvivorAwardTemplate)0x0) && (9 < *(int *)(this + 0x14))) {
(**(code **)(*(int *)this + 0x14))(this,0xe,0);
}
}
else if ((pcVar1 != "map_transition") &&
(iVar2 = _V_stricmp(pcVar1,"map_transition"), iVar2 != 0)) {
if ((pcVar1 != "player_first_spawn") &&
(iVar2 = _V_stricmp(pcVar1,"player_first_spawn"), iVar2 != 0)) {
return;
}
iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
if (iVar2 == 0) {
return;
}
iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
if (this_00 != pCVar3) {
return;
}
}
this[0x10] = (CItSurvivorAwardTemplate)0x0;
*(undefined4 *)(this + 0x14) = 0;
this[0x18] = (CItSurvivorAwardTemplate)0x0;
}
}
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.