L L4D2node

CVomitHitAwardTemplate::OnConditionsMet

0x008608b0 · 156 bytes · __thiscall

_ZN22CVomitHitAwardTemplate15OnConditionsMetE9AwardTypeP11CBaseEntity

Decompiled

undefined (3 params)

/* CVomitHitAwardTemplate::OnConditionsMet(AwardType, CBaseEntity*) */

void __thiscall
CVomitHitAwardTemplate::OnConditionsMet(CVomitHitAwardTemplate *this,int param_2,undefined4 param_3)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)CAwardTemplate::GetOwner((CAwardTemplate *)this);
  if (piVar1 == (int *)0x0) {
    return;
  }
  CAwardTemplate::OnConditionsMet(this,param_2,param_3);
  if (param_2 == 0x86) {
    iVar2 = *piVar1;
  }
  else if (param_2 < 0x87) {
    if (param_2 != 0x85) {
      return;
    }
    iVar2 = *piVar1;
  }
  else if (param_2 == 0x87) {
    iVar2 = *piVar1;
  }
  else {
    if (param_2 != 0x88) {
      return;
    }
    iVar2 = *piVar1;
  }
                    /* WARNING: Could not recover jumptable at 0x00860931. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(iVar2 + 0x92c))();
  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)