L L4D2node

CSaviorAwardTemplate::FireGameEvent

0x0085cd20 · 220 bytes · __thiscall

_ZN20CSaviorAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CSaviorAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  undefined4 uVar4;
  
  pcVar1 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar1 != (char *)0x0) &&
      (this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      this_00 != (CBaseEntity *)0x0)) && (iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 == 2))
  {
    if (((pcVar1 != "choke_stopped") && (iVar2 = _V_stricmp(pcVar1,"choke_stopped"), iVar2 != 0)) &&
       ((pcVar1 != "pounce_stopped" && (iVar2 = _V_stricmp(pcVar1,"pounce_stopped"), iVar2 != 0))))
    {
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if ((this_00 == pCVar3) && (pCVar3 != (CBaseEntity *)0x0)) {
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"victim",0);
      uVar4 = UTIL_PlayerByUserId(iVar2);
      (**(code **)(*(int *)this + 0x14))(this,0x4c,uVar4);
    }
  }
  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)