L L4D2node

CParryAwardTemplate::FireGameEvent

0x0085ad20 · 763 bytes · __thiscall

_ZN19CParryAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CParryAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  float fVar1;
  char cVar2;
  char *pcVar3;
  CBaseEntity *this_00;
  int iVar4;
  CBaseEntity *pCVar5;
  CBaseEntity *pCVar6;
  longdouble lVar7;
  
  pcVar3 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar3 != (char *)0x0) &&
      (this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      this_00 != (CBaseEntity *)0x0)) && (iVar4 = CBaseEntity::GetTeamNumber(this_00), iVar4 == 2))
  {
    if ((pcVar3 == "player_shoved") || (iVar4 = _V_stricmp(pcVar3,"player_shoved"), iVar4 == 0)) {
      iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
      iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
      pCVar6 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
      if ((((this_00 == pCVar6) &&
           ((pCVar5 != (CBaseEntity *)0x0 &&
            (iVar4 = CBaseEntity::GetTeamNumber(pCVar5), iVar4 == 3)))) &&
          (iVar4 = (**(code **)(*(int *)pCVar5 + 0x544))(pCVar5), iVar4 == 3)) &&
         ((cVar2 = CTerrorPlayer::IsLunging((CTerrorPlayer *)pCVar5), cVar2 != '\0' &&
          (lVar7 = (longdouble)CountdownTimer::Now(), *(float *)(this + 0x18) <= (float)lVar7)))) {
        (**(code **)(*(int *)this + 0x14))(this,0x15,0);
      }
    }
    else if ((pcVar3 == "lunge_shove") || (iVar4 = _V_stricmp(pcVar3,"lunge_shove"), iVar4 == 0)) {
      iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"victim",0);
      pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
      if (this_00 == pCVar5) {
        lVar7 = (longdouble)CountdownTimer::Now();
        if ((float)lVar7 + 1.0 != *(float *)(this + 0x18)) {
          (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x18);
          *(float *)(this + 0x18) = (float)lVar7 + 1.0;
        }
        if (*(float *)(this + 0x14) != 1.0) {
          (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x14);
          *(undefined4 *)(this + 0x14) = 0x3f800000;
        }
      }
    }
    else {
      if ((pcVar3 == "map_transition") || (iVar4 = _V_stricmp(pcVar3,"map_transition"), iVar4 == 0))
      {
        fVar1 = *(float *)(this + 0x18);
      }
      else {
        if ((pcVar3 != "player_first_spawn") &&
           (iVar4 = _V_stricmp(pcVar3,"player_first_spawn"), iVar4 != 0)) {
          return;
        }
        iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        if (iVar4 == 0) {
          return;
        }
        iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
        if (this_00 != pCVar5) {
          return;
        }
        fVar1 = *(float *)(this + 0x18);
      }
      if (fVar1 != -1.0) {
        (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x18);
        *(undefined4 *)(this + 0x18) = 0xbf800000;
      }
    }
  }
  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)