L L4D2node

CKickedAwardTemplate::FireGameEvent

0x00858420 · 89 bytes · __thiscall

_ZN20CKickedAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CKickedAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (pcVar1 != (char *)0x0) {
    this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this);
    if (this_00 != (CBaseEntity *)0x0) {
      iVar2 = CBaseEntity::GetTeamNumber(this_00);
      if ((iVar2 == 2) && (pcVar1 != "player_shoved")) {
        _V_stricmp(pcVar1,"player_shoved");
        return;
      }
    }
  }
  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)