L L4D2node

CRedecoratorAwardTemplate::FireGameEvent

0x0085c4d0 · 228 bytes · __thiscall

_ZN25CRedecoratorAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CRedecoratorAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  int iVar3;
  CBaseEntity *pCVar4;
  
  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))
     && ((iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 3 &&
         (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 8)))) {
    if ((pcVar2 != "break_breakable") && (iVar3 = _V_stricmp(pcVar2,"break_breakable"), iVar3 != 0))
    {
      return;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
    if (((this_00 == pCVar4) && (pCVar4 != (CBaseEntity *)0x0)) &&
       (cVar1 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"hulkonly",0), cVar1 != '\0')) {
      (**(code **)(*(int *)this + 0x14))(this,0x93,0);
    }
  }
  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)