L L4D2node

CSniperAwardTemplate::FireGameEvent

0x0085f390 · 860 bytes · __thiscall

_ZN20CSniperAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CSniperAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  
  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))
  {
    return;
  }
  if ((pcVar1 == "map_transition") || (iVar2 = _V_stricmp(pcVar1,"map_transition"), iVar2 == 0)) {
    CheckAndAwardSniper(this);
    return;
  }
  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) {
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if (this_00 != pCVar3) {
      return;
    }
    *(undefined4 *)(this + 0x10) = 0;
    *(undefined4 *)(this + 0x14) = 0;
    this[0x18] = (CSniperAwardTemplate)0x0;
    this[0x19] = (CSniperAwardTemplate)0x0;
    this[0x1b] = (CSniperAwardTemplate)0x0;
    if ((*(int *)(this_00 + 0x30d8) != 0) &&
       ((*(byte *)(*(int *)(this_00 + 0x30d8) + 300) & 0x80) != 0)) {
      this[0x1a] = (CSniperAwardTemplate)0x1;
      return;
    }
    this[0x1a] = (CSniperAwardTemplate)0x0;
    return;
  }
  if ((pcVar1 != "finale_win") && (iVar2 = _V_stricmp(pcVar1,"finale_win"), 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) {
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
      if (iVar2 == 0) {
        return;
      }
      iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entityid",0);
      pCVar3 = (CBaseEntity *)UTIL_EntityByIndex(iVar2);
    }
    else {
      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);
    if (((pCVar3 != (CBaseEntity *)0x0) && (pCVar4 != (CBaseEntity *)0x0)) && (this_00 == pCVar4)) {
      iVar2 = CBaseEntity::GetTeamNumber(this_00);
      iVar5 = CBaseEntity::GetTeamNumber(pCVar3);
      if (iVar2 != iVar5) {
        *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
        if (((byte)this_00[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(this_00);
        }
        if (((byte)pCVar3[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(pCVar3);
        }
        if (SQRT((*(float *)(pCVar3 + 0x2e0) - *(float *)(this_00 + 0x2e0)) *
                 (*(float *)(pCVar3 + 0x2e0) - *(float *)(this_00 + 0x2e0)) +
                 (*(float *)(pCVar3 + 0x2e8) - *(float *)(this_00 + 0x2e8)) *
                 (*(float *)(pCVar3 + 0x2e8) - *(float *)(this_00 + 0x2e8)) +
                 (*(float *)(pCVar3 + 0x2e4) - *(float *)(this_00 + 0x2e4)) *
                 (*(float *)(pCVar3 + 0x2e4) - *(float *)(this_00 + 0x2e4))) < 600.0) {
          return;
        }
        *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
        return;
      }
    }
    if (pCVar3 != this_00) {
      return;
    }
    if (pCVar3 == (CBaseEntity *)0x0) {
      return;
    }
    this[0x1b] = (CSniperAwardTemplate)0x1;
    return;
  }
  CheckAndAwardSniper(this);
  if (this[0x1b] != (CSniperAwardTemplate)0x0) {
    return;
  }
  if (this[0x1a] == (CSniperAwardTemplate)0x0) {
    return;
  }
  if (this[0x18] != (CSniperAwardTemplate)0x0) {
    return;
  }
  if (this[0x19] != (CSniperAwardTemplate)0x0) {
    (**(code **)(*(int *)this + 0x14))(this,0x20);
    return;
  }
  (**(code **)(*(int *)this + 0x14))(this,0x21,0);
  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)