CLeftBehindAwardTemplate::FireGameEvent
0x00858fd0 · 152 bytes · __thiscall
_ZN24CLeftBehindAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CLeftBehindAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CLeftBehindAwardTemplate::FireGameEvent(CLeftBehindAwardTemplate *this,IGameEvent *param_1)
{
char cVar1;
char *pcVar2;
CBaseEntity *this_00;
int iVar3;
pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if (((pcVar2 != (char *)0x0) &&
(this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
this_00 != (CBaseEntity *)0x0)) && (iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 2))
{
if ((pcVar2 != "survivor_rescue_abandoned") &&
(iVar3 = _V_stricmp(pcVar2,"survivor_rescue_abandoned"), iVar3 != 0)) {
return;
}
cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00);
if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this_00 + 0x7e8))(this_00), cVar1 == '\0'))
{
(**(code **)(*(int *)this + 0x14))(this,100,0);
}
}
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.