L L4D2node

CProtectorAwardTemplate::FireGameEvent

0x0085bc90 · 1002 bytes · __thiscall

_ZN23CProtectorAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CProtectorAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  float fVar1;
  CBaseCombatCharacter *this_00;
  char cVar2;
  char *pcVar3;
  CBaseEntity *this_01;
  int iVar4;
  CBaseEntity *pCVar5;
  CBaseEntity *pCVar6;
  int iVar7;
  longdouble lVar8;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  CBaseCombatCharacter *local_20;
  
  pcVar3 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar3 != (char *)0x0) &&
      (this_01 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      this_01 != (CBaseEntity *)0x0)) && (iVar4 = CBaseEntity::GetTeamNumber(this_01), iVar4 == 2))
  {
    if ((pcVar3 == "player_death") || (iVar4 = _V_stricmp(pcVar3,"player_death"), iVar4 == 0)) {
      iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if (iVar4 == 0) {
        iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
        if (iVar4 == 0) {
          return;
        }
        iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
        pCVar5 = (CBaseEntity *)UTIL_EntityByIndex(iVar4);
      }
      else {
        iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
      }
      if ((*(float *)(this + 0x18) <= 0.0) ||
         (lVar8 = (longdouble)CountdownTimer::Now(), *(float *)(this + 0x18) <= (float)lVar8)) {
        iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
        pCVar6 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
        if ((pCVar5 != (CBaseEntity *)0x0) &&
           ((pCVar6 != (CBaseEntity *)0x0 && (this_01 == pCVar6)))) {
          iVar4 = CBaseEntity::GetTeamNumber(this_01);
          iVar7 = CBaseEntity::GetTeamNumber(pCVar5);
          if (iVar4 != iVar7) {
            cVar2 = (**(code **)(*(int *)pCVar5 + 0x16c))(pCVar5);
            if (cVar2 != '\0') {
              cVar2 = (**(code **)(*(int *)pCVar5 + 0x16c))(pCVar5);
              pCVar6 = (CBaseEntity *)0x0;
              if (cVar2 != '\0') {
                pCVar6 = pCVar5;
              }
              iVar4 = CBaseEntity::GetTeamNumber(pCVar6);
              if ((iVar4 == 3) &&
                 (iVar4 = (**(code **)(*(int *)pCVar6 + 0x544))(pCVar6), iVar4 == 2)) {
                return;
              }
            }
            local_2c = (**(code **)(*(int *)pCVar5 + 0x144))(pCVar5);
            local_28 = 0x471c4000;
            local_24 = 0xbf800000;
            local_20 = (CBaseCombatCharacter *)0x0;
            ForEachSurvivor<FindFriendInDanger>((FindFriendInDanger *)&local_2c);
            this_00 = local_20;
            if (((local_20 != (CBaseCombatCharacter *)0x0) && (this_01 != (CBaseEntity *)local_20))
               && ((((local_20[0x33dc] != (CBaseCombatCharacter)0x0 ||
                     ((local_20[0x39f1] != (CBaseCombatCharacter)0x0 ||
                      (cVar2 = (**(code **)(*(int *)local_20 + 0x89c))(local_20), cVar2 != '\0'))))
                    || ((iVar4 = CBaseCombatCharacter::GetActiveWeapon(this_00), iVar4 != 0 &&
                        (*(char *)(iVar4 + 0x1459) != '\0')))) ||
                   (cVar2 = (**(code **)(*(int *)this_00 + 0x424))(this_00,pCVar5), cVar2 == '\0')))
               ) {
              (**(code **)(*(int *)this + 0x14))(this,0x43,this_00);
              lVar8 = (longdouble)CountdownTimer::Now();
              if ((float)lVar8 + 2.0 != *(float *)(this + 0x18)) {
                (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x18);
                *(float *)(this + 0x18) = (float)lVar8 + 2.0;
              }
              if (*(float *)(this + 0x14) != 2.0) {
                (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x14);
                *(undefined4 *)(this + 0x14) = 0x40000000;
              }
            }
          }
        }
      }
    }
    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_01 != 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)