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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.