L L4D2node

CSecurityFailureAwardTemplate::OnCreate

0x0085d1d0 · 238 bytes · __thiscall

_ZN29CSecurityFailureAwardTemplate8OnCreateEv

Decompiled

undefined (1 param)

/* CSecurityFailureAwardTemplate::OnCreate() */

void __thiscall CSecurityFailureAwardTemplate::OnCreate(CSecurityFailureAwardTemplate *this)

{
  int *piVar1;
  
  piVar1 = gameeventmanager;
  this[8] = (CSecurityFailureAwardTemplate)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"door_open",1);
  piVar1 = gameeventmanager;
  this[8] = (CSecurityFailureAwardTemplate)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"door_unlocked",1);
  piVar1 = gameeventmanager;
  this[8] = (CSecurityFailureAwardTemplate)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_entered_checkpoint",1);
  piVar1 = gameeventmanager;
  this[8] = (CSecurityFailureAwardTemplate)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_left_checkpoint",1);
  piVar1 = gameeventmanager;
  this[8] = (CSecurityFailureAwardTemplate)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"map_transition",1);
  piVar1 = gameeventmanager;
  this[8] = (CSecurityFailureAwardTemplate)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_first_spawn",1);
  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)