L L4D2node

CSharpshooterAwardTemplate::FireGameEvent

0x0085e540 · 1080 bytes · __thiscall

_ZN26CSharpshooterAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CSharpshooterAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  uint uVar6;
  
  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 == "map_transition") || (iVar2 = _V_stricmp(pcVar1,"map_transition"), iVar2 == 0)) {
      CheckAndAwardSharpshooter(this);
      return;
    }
    if ((pcVar1 == "finale_win") || (iVar2 = _V_stricmp(pcVar1,"finale_win"), iVar2 == 0)) {
      CheckAndAwardSharpshooter(this);
      if ((this[0x1f] == (CSharpshooterAwardTemplate)0x0) &&
         ((this[0x1e] != (CSharpshooterAwardTemplate)0x0 &&
          (this[0x1c] == (CSharpshooterAwardTemplate)0x0)))) {
        if (this[0x1d] == (CSharpshooterAwardTemplate)0x0) {
          (**(code **)(*(int *)this + 0x14))(this,0xd,0);
        }
        else {
          (**(code **)(*(int *)this + 0x14))(this,0xc);
        }
      }
    }
    else if ((pcVar1 == "player_first_spawn") ||
            (iVar2 = _V_stricmp(pcVar1,"player_first_spawn"), iVar2 == 0)) {
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if (iVar2 != 0) {
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
        if (this_00 == pCVar3) {
          *(undefined4 *)(this + 0x10) = 0;
          *(undefined4 *)(this + 0x14) = 0;
          *(undefined4 *)(this + 0x18) = 0xbf800000;
          this[0x1c] = (CSharpshooterAwardTemplate)0x0;
          this[0x1d] = (CSharpshooterAwardTemplate)0x0;
          this[0x1f] = (CSharpshooterAwardTemplate)0x0;
          if ((*(int *)(this_00 + 0x30d8) == 0) ||
             ((*(byte *)(*(int *)(this_00 + 0x30d8) + 300) & 0x80) == 0)) {
            this[0x1e] = (CSharpshooterAwardTemplate)0x0;
          }
          else {
            this[0x1e] = (CSharpshooterAwardTemplate)0x1;
          }
        }
      }
    }
    else if ((pcVar1 == "weapon_fire") || (iVar2 = _V_stricmp(pcVar1,"weapon_fire"), iVar2 == 0)) {
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      if ((iVar2 == *(int *)(this + 0xc)) &&
         ((((pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2),
            pcVar1 != "molotov" && (iVar2 = _V_stricmp(pcVar1,"molotov"), iVar2 != 0)) &&
           (pcVar1 != "pipe_bomb")) && (iVar2 = _V_stricmp(pcVar1,"pipe_bomb"), iVar2 != 0)))) {
        *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
      }
    }
    else {
      if ((pcVar1 == "player_hurt") || (iVar2 = _V_stricmp(pcVar1,"player_hurt"), iVar2 == 0)) {
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
        pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
        pCVar4 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
        uVar6 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"type",0);
        if ((uVar6 & 2) == 0) {
          return;
        }
        if (this_00 != pCVar4) {
          return;
        }
        if (pCVar3 == (CBaseEntity *)0x0) {
          return;
        }
        iVar2 = CBaseEntity::GetTeamNumber(this_00);
        iVar5 = CBaseEntity::GetTeamNumber(pCVar3);
        if (iVar2 == iVar5) {
          return;
        }
      }
      else {
        if ((pcVar1 != "infected_hurt") && (iVar2 = _V_stricmp(pcVar1,"infected_hurt"), iVar2 != 0))
        {
          if ((pcVar1 != "player_death") && (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 != 0))
          {
            return;
          }
          iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
          if (iVar2 == 0) {
            return;
          }
          iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
          pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
          if (this_00 != pCVar3) {
            return;
          }
          if (pCVar3 == (CBaseEntity *)0x0) {
            return;
          }
          this[0x1f] = (CSharpshooterAwardTemplate)0x1;
          return;
        }
        iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
        pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
        uVar6 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"type",0);
        if ((uVar6 & 2) == 0) {
          return;
        }
        if (this_00 != pCVar3) {
          return;
        }
      }
      iVar2 = gpGlobals;
      if (*(float *)(this + 0x18) != *(float *)(gpGlobals + 0xc)) {
        *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
        *(undefined4 *)(this + 0x18) = *(undefined4 *)(iVar2 + 0xc);
      }
    }
  }
  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)