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 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.