L L4D2node

CPerfectTeamAwardTemplate::FireGameEvent

0x0085b1d0 · 525 bytes · __thiscall

_ZN25CPerfectTeamAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CPerfectTeamAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  int *piVar6;
  CBaseEntity *pCVar7;
  
  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 == "map_transition") || (iVar3 = _V_stricmp(pcVar2,"map_transition"), iVar3 == 0)) {
      cVar1 = CTerrorPlayer::WasSpawnedAtCheckpoint((CTerrorPlayer *)this_00);
      if (cVar1 != '\0') {
        iVar3 = GetGlobalTeam(2);
        if (iVar3 != 0) {
          piVar6 = (int *)GetGlobalTeam(2);
          iVar3 = (**(code **)(*piVar6 + 0x354))(piVar6);
          if (iVar3 == 1) goto LAB_0085b304;
        }
        if (this[0x10] == (CPerfectTeamAwardTemplate)0x0) {
          (**(code **)(*(int *)this + 0x14))(this,0x4e,0);
        }
      }
LAB_0085b304:
      this[0x10] = (CPerfectTeamAwardTemplate)0x0;
      return;
    }
    if ((pcVar2 == "player_first_spawn") ||
       (iVar3 = _V_stricmp(pcVar2,"player_first_spawn"), iVar3 == 0)) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if (iVar3 != 0) {
        iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar7 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
        if (this_00 == pCVar7) goto LAB_0085b304;
      }
    }
    else if ((pcVar2 == "award_earned") || (iVar3 = _V_stricmp(pcVar2,"award_earned"), iVar3 == 0))
    {
      pCVar7 = (CBaseEntity *)0x0;
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if (iVar3 != 0) {
        iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar7 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
      }
      iVar3 = CBaseEntity::GetTeamNumber(this_00);
      iVar4 = CBaseEntity::GetTeamNumber(pCVar7);
      if (((iVar3 == iVar4) &&
          (uVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"award",0),
          this[0x10] == (CPerfectTeamAwardTemplate)0x0)) &&
         (iVar3 = TerrorAward::GetCategoryFromType(uVar5), iVar3 == 2)) {
        this[0x10] = (CPerfectTeamAwardTemplate)0x1;
      }
    }
  }
  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)