CNarrowEscapeAwardTemplate::FireGameEvent
0x0085a360 · 837 bytes · __thiscall
_ZN26CNarrowEscapeAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CNarrowEscapeAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CNarrowEscapeAwardTemplate::FireGameEvent(CNarrowEscapeAwardTemplate *this,IGameEvent *param_1)
{
char cVar1;
char *pcVar2;
CBaseEntity *this_00;
int iVar3;
CBaseEntity *pCVar4;
int iVar5;
uint uVar6;
Infected *pIVar7;
int *piVar8;
longdouble lVar9;
int local_34;
int local_30;
int local_28;
char local_24;
int local_20;
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))
&& ((pcVar2 == "map_transition" || (iVar3 = _V_stricmp(pcVar2,"map_transition"), iVar3 == 0))))
{
local_28 = 100;
local_24 = '\0';
local_20 = 99999;
ForEachSurvivor<NarrowEscapeSurvivorConsideration>
((NarrowEscapeSurvivorConsideration *)&local_28);
if (local_28 < *(int *)(SurvivorLimpHealth._28_4_ + 0x30)) {
local_34 = 0;
local_30 = 0;
if (0 < *(int *)(gpGlobals + 0x14)) {
iVar3 = 1;
do {
pCVar4 = (CBaseEntity *)UTIL_PlayerByIndex(iVar3);
if ((((pCVar4 != (CBaseEntity *)0x0) && (*(int *)(pCVar4 + 0x30) != 0)) &&
((*(int *)(pCVar4 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0 &&
(((cVar1 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4), cVar1 != '\0' &&
(*(int *)(pCVar4 + 0x1f6c) != 2)) &&
(iVar5 = (**(code **)(*(int *)pCVar4 + 0x148))(pCVar4), iVar5 == 0)))))) &&
(iVar5 = CBaseEntity::GetTeamNumber(pCVar4), iVar5 == 3)) {
cVar1 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4);
if (cVar1 == '\0') {
pIVar7 = (Infected *)
__dynamic_cast(pCVar4,&CBaseCombatCharacter::typeinfo,&Infected::typeinfo,0);
if (pIVar7 != (Infected *)0x0) {
piVar8 = (int *)(**(code **)(*(int *)pIVar7 + 0x594))(pIVar7);
iVar5 = (**(code **)(*piVar8 + 0x110))(piVar8);
if (iVar5 == 2) {
local_30 = local_30 + 1;
lVar9 = (longdouble)Infected::GetFlowDistance(pIVar7);
if ((float)local_34 < (float)lVar9) {
lVar9 = (longdouble)Infected::GetFlowDistance(pIVar7);
local_34 = (int)lVar9;
}
}
}
}
else {
local_30 = local_30 + 1;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 <= *(int *)(gpGlobals + 0x14));
}
iVar3 = TheNextBots();
uVar6 = (uint)*(ushort *)(iVar3 + 0x10);
if (uVar6 != 0xffff) {
iVar5 = *(int *)(iVar3 + 4);
do {
piVar8 = *(int **)(iVar5 + uVar6 * 8);
pCVar4 = (CBaseEntity *)(**(code **)(*piVar8 + 0xb4))(piVar8);
iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
if ((iVar5 == 3) && (pCVar4 != (CBaseEntity *)0x0)) {
cVar1 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4);
if (cVar1 == '\0') {
pIVar7 = (Infected *)
__dynamic_cast(pCVar4,&CBaseCombatCharacter::typeinfo,&Infected::typeinfo,0);
if (pIVar7 != (Infected *)0x0) {
piVar8 = (int *)(**(code **)(*(int *)pIVar7 + 0x594))(pIVar7);
iVar5 = (**(code **)(*piVar8 + 0x110))(piVar8);
if (iVar5 == 2) {
local_30 = local_30 + 1;
lVar9 = (longdouble)Infected::GetFlowDistance(pIVar7);
if ((float)local_34 < (float)lVar9) {
lVar9 = (longdouble)Infected::GetFlowDistance(pIVar7);
local_34 = (int)lVar9;
}
}
}
}
else {
local_30 = local_30 + 1;
}
}
iVar5 = *(int *)(iVar3 + 4);
uVar6 = (uint)*(ushort *)(iVar5 + 6 + uVar6 * 8);
} while (uVar6 != 0xffff);
}
if ((4 < local_30) && (local_20 - local_34 < 0xfb)) {
if (local_24 != '\0') {
cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00);
if (cVar1 != '\0') {
(**(code **)(*(int *)this + 0x14))(this,0x19,0);
return;
}
if (local_24 != '\0') {
return;
}
}
(**(code **)(*(int *)this + 0x14))(this,0x4d,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.