L L4D2node

CPounceAwardTemplate::FireGameEvent

0x0085b6d0 · 615 bytes · __thiscall

_ZN20CPounceAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CPounceAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  uint uVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  int iVar3;
  int iVar4;
  CBaseEntity *pCVar5;
  undefined *puVar6;
  longdouble lVar7;
  
  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 == 3))
  {
    if ((pcVar2 != "lunge_pounce") && (iVar3 = _V_stricmp(pcVar2,"lunge_pounce"), iVar3 != 0)) {
      if (((pcVar2 != "player_incapacitated") &&
          ((iVar3 = _V_stricmp(pcVar2,"player_incapacitated"), iVar3 != 0 &&
           (pcVar2 != "player_death")))) && (iVar3 = _V_stricmp(pcVar2,"player_death"), iVar3 != 0))
      {
        return;
      }
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      iVar3 = UTIL_PlayerByUserId(iVar3);
      iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
      pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
      if (iVar3 == 0) {
        return;
      }
      if (pCVar5 == (CBaseEntity *)0x0) {
        return;
      }
      if (this_00 != pCVar5) {
        return;
      }
      iVar4 = CBaseEntity::GetTeamNumber(this_00);
      if (iVar4 != 3) {
        return;
      }
      iVar4 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
      if (iVar4 != 3) {
        return;
      }
      uVar1 = *(uint *)(iVar3 + 0x3e68);
      if (uVar1 == 0xffffffff) {
        return;
      }
      puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
      if (puVar6 == (undefined *)0xfffffffc) {
        return;
      }
      if (*(uint *)(puVar6 + 8) != uVar1 >> 0xc) {
        return;
      }
      if (*(int *)(puVar6 + 4) == 0) {
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x6c,0);
      return;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"victim",0);
    iVar3 = UTIL_PlayerByUserId(iVar3);
    if ((((pCVar5 != (CBaseEntity *)0x0) && (iVar3 != 0)) && (this_00 == pCVar5)) &&
       ((iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 3 &&
        (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 3)))) {
      lVar7 = (longdouble)(**(code **)(*(int *)param_1 + 0x24))(param_1,"distance",0);
      if ((float)lVar7 < 300.0) {
        (**(code **)(*(int *)this + 0x14))(this,0x6a,0);
      }
      else {
        (**(code **)(*(int *)this + 0x14))(this,0x6b);
      }
    }
  }
  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)