CScenarioWinAwardTemplate::FireGameEvent
0x0085cfe0 · 56 bytes · __thiscall
_ZN25CScenarioWinAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CScenarioWinAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CScenarioWinAwardTemplate::FireGameEvent(CScenarioWinAwardTemplate *this,IGameEvent *param_1)
{
int iVar1;
CBaseEntity *this_00;
iVar1 = (**(code **)(*(int *)param_1 + 8))(param_1);
if (iVar1 != 0) {
this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this);
if (this_00 != (CBaseEntity *)0x0) {
CBaseEntity::GetTeamNumber(this_00);
return;
}
}
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.