CVomitHitAwardTemplate::FireGameEvent
0x00860a00 · 1006 bytes · __thiscall
_ZN22CVomitHitAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CVomitHitAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CVomitHitAwardTemplate::FireGameEvent(CVomitHitAwardTemplate *this,IGameEvent *param_1)
{
CVomitHitAwardTemplate *pCVar1;
char cVar2;
char *pcVar3;
CBaseEntity *this_00;
int iVar4;
CBaseEntity *pCVar5;
int iVar6;
longdouble lVar7;
pcVar3 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if (((pcVar3 != (char *)0x0) &&
(this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
this_00 != (CBaseEntity *)0x0)) && (iVar4 = CBaseEntity::GetTeamNumber(this_00), iVar4 == 3))
{
if ((pcVar3 != "player_now_it") && (iVar4 = _V_stricmp(pcVar3,"player_now_it"), iVar4 != 0)) {
if ((pcVar3 == "player_death") || (iVar4 = _V_stricmp(pcVar3,"player_death"), iVar4 == 0)) {
iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
if (this_00 != pCVar5) {
return;
}
if (pCVar5 == (CBaseEntity *)0x0) {
return;
}
iVar4 = CBaseEntity::GetTeamNumber(this_00);
if (iVar4 == 3) {
(**(code **)(*(int *)this_00 + 0x544))(this_00);
}
*(undefined4 *)(this + 0x10) = 0;
return;
}
if ((pcVar3 != "fatal_vomit") && (iVar4 = _V_stricmp(pcVar3,"fatal_vomit"), iVar4 != 0)) {
return;
}
iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar4);
if (this_00 != pCVar5) {
return;
}
if (pCVar5 == (CBaseEntity *)0x0) {
return;
}
iVar4 = CBaseEntity::GetTeamNumber(this_00);
if (iVar4 != 3) {
return;
}
iVar4 = (**(code **)(*(int *)this_00 + 0x544))(this_00);
if (iVar4 != 2) {
return;
}
(**(code **)(*(int *)this + 0x14))(this,0x89,0);
return;
}
iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
iVar4 = UTIL_PlayerByUserId(iVar4);
iVar6 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
pCVar5 = (CBaseEntity *)UTIL_PlayerByUserId(iVar6);
cVar2 = (**(code **)(*(int *)param_1 + 0x18))(param_1,"by_boomer",0);
if ((((cVar2 != '\0') && (iVar4 != 0)) && (pCVar5 != (CBaseEntity *)0x0)) && (this_00 == pCVar5)
) {
pCVar1 = this + 0x14;
lVar7 = (longdouble)CountdownTimer::Now();
if (((*(float *)(this + 0x18) - *(float *)(this + 0x1c)) + (float)lVar7 < 0.0) &&
(*(float *)(this + 0x1c) != -1.0)) {
(**(code **)(*(int *)(this + 0x14) + 4))(pCVar1,this + 0x1c);
*(undefined4 *)(this + 0x1c) = 0xbf800000;
}
lVar7 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x1c) <= (float)lVar7) {
*(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
lVar7 = (longdouble)CountdownTimer::Now();
if ((float)lVar7 + 5.0 != *(float *)(this + 0x1c)) {
(**(code **)(*(int *)(this + 0x14) + 4))(pCVar1,this + 0x1c);
*(float *)(this + 0x1c) = (float)lVar7 + 5.0;
}
if (*(float *)(this + 0x18) != 5.0) {
(**(code **)(*(int *)(this + 0x14) + 4))(pCVar1,this + 0x18);
*(undefined4 *)(this + 0x18) = 0x40a00000;
}
iVar4 = *(int *)(this + 0x10);
if (iVar4 == 1) {
(**(code **)(*(int *)this + 0x14))(this,0x84,0);
}
else if (iVar4 == 2) {
(**(code **)(*(int *)this + 0x14))(this,0x85,0);
}
else if (iVar4 == 3) {
(**(code **)(*(int *)this + 0x14))(this,0x86,0);
}
else if (iVar4 == 4) {
(**(code **)(*(int *)this + 0x14))(this,0x87,0);
}
else if (iVar4 == 5) {
(**(code **)(*(int *)this + 0x14))(this,0x88,0);
}
}
}
}
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.