CVomitStopAwardTemplate::FireGameEvent
0x00861110 · 349 bytes · __thiscall
_ZN23CVomitStopAwardTemplate13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CVomitStopAwardTemplate::FireGameEvent(IGameEvent*) */
void __thiscall
CVomitStopAwardTemplate::FireGameEvent(CVomitStopAwardTemplate *this,IGameEvent *param_1)
{
uint uVar1;
int *piVar2;
char cVar3;
char *pcVar4;
CBaseEntity *this_00;
int iVar5;
CBaseEntity *this_01;
CBaseEntity *pCVar6;
undefined *puVar7;
FindAnyItSurvivor local_1d [13];
pcVar4 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if (((pcVar4 != (char *)0x0) &&
(this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
this_00 != (CBaseEntity *)0x0)) && (iVar5 = CBaseEntity::GetTeamNumber(this_00), iVar5 == 2))
{
if ((pcVar4 != "player_shoved") && (iVar5 = _V_stricmp(pcVar4,"player_shoved"), iVar5 != 0)) {
return;
}
iVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
this_01 = (CBaseEntity *)UTIL_PlayerByUserId(iVar5);
iVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
pCVar6 = (CBaseEntity *)UTIL_PlayerByUserId(iVar5);
if (((((this_01 != (CBaseEntity *)0x0) && (pCVar6 != (CBaseEntity *)0x0)) &&
((this_00 == pCVar6 &&
((((iVar5 = CBaseEntity::GetTeamNumber(this_01), iVar5 == 3 &&
(iVar5 = (**(code **)(*(int *)this_01 + 0x544))(this_01), iVar5 == 2)) &&
(uVar1 = *(uint *)(this_01 + 0x30bc), uVar1 != 0xffffffff)) &&
((puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc &&
(*(uint *)(puVar7 + 8) == uVar1 >> 0xc)))))))) &&
(piVar2 = *(int **)(puVar7 + 4), piVar2 != (int *)0x0)) &&
(cVar3 = (**(code **)(*piVar2 + 0x354))(piVar2), cVar3 != '\0')) {
local_1d[0] = (FindAnyItSurvivor)0x0;
ForEachSurvivor<FindAnyItSurvivor>(local_1d);
if (local_1d[0] == (FindAnyItSurvivor)0x0) {
(**(code **)(*(int *)this + 0x14))(this,0x1a,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.