L L4D2node

CSharingAwardTemplate::FireGameEvent

0x0085de30 · 447 bytes · __thiscall

_ZN21CSharingAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CSharingAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  int iVar6;
  
  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 != "weapon_given") && (iVar2 = _V_stricmp(pcVar1,"weapon_given"), iVar2 != 0)) {
      if ((pcVar1 != "heal_success") && (iVar2 = _V_stricmp(pcVar1,"heal_success"), iVar2 != 0)) {
        return;
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"subject",0);
      pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      if (pCVar3 == pCVar4) {
        return;
      }
      if (this_00 != pCVar3) {
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x46,pCVar4);
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    iVar2 = UTIL_PlayerByUserId(iVar2);
    iVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"giver",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar5);
    if ((this_00 == pCVar3) && (iVar2 != 0)) {
      iVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"weapon",0);
      iVar6 = GetWeaponInfo(iVar5);
      if ((iVar6 == 0) || (*(int *)(iVar6 + 0x894) == 8)) {
        if (iVar5 == 0x17) {
          (**(code **)(*(int *)this + 0x14))(this,0x45,iVar2);
        }
        else if (iVar5 == 0xf) {
          (**(code **)(*(int *)this + 0x14))(this,0x44,iVar2);
        }
      }
    }
  }
  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)