L L4D2node

CWeaponExpertAwardTemplate::FireGameEvent

0x00861610 · 1390 bytes · __thiscall

_ZN26CWeaponExpertAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CWeaponExpertAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  
  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 != "player_death") && (iVar2 = _V_stricmp(pcVar1,"player_death"), iVar2 != 0)) {
      if ((pcVar1 != "finale_win") && (iVar2 = _V_stricmp(pcVar1,"finale_win"), iVar2 != 0)) {
        if ((pcVar1 != "player_first_spawn") &&
           (iVar2 = _V_stricmp(pcVar1,"player_first_spawn"), 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;
        }
        *(undefined4 *)(this + 0x10) = 0;
        *(undefined4 *)(this + 0x14) = 0;
        *(undefined4 *)(this + 0x18) = 0;
        *(undefined4 *)(this + 0x1c) = 0;
        *(undefined4 *)(this + 0x20) = 0;
        *(undefined4 *)(this + 0x24) = 0;
        *(undefined4 *)(this + 0x28) = 0;
        *(undefined4 *)(this + 0x2c) = 0;
        return;
      }
      if ((99 < *(int *)(this + 0x10)) &&
         (0.8 <= (float)*(int *)(this + 0x10) / (float)*(int *)(this + 0x2c))) {
        (**(code **)(*(int *)this + 0x14))(this,0x2a,0);
        return;
      }
      if ((99 < *(int *)(this + 0x14)) &&
         (0.8 <= (float)*(int *)(this + 0x14) / (float)*(int *)(this + 0x2c))) {
        (**(code **)(*(int *)this + 0x14))(this,0x2b,0);
        return;
      }
      if ((99 < *(int *)(this + 0x18)) &&
         (0.8 <= (float)*(int *)(this + 0x18) / (float)*(int *)(this + 0x2c))) {
        (**(code **)(*(int *)this + 0x14))(this,0x2d,0);
        return;
      }
      if ((99 < *(int *)(this + 0x1c)) &&
         (0.8 <= (float)*(int *)(this + 0x1c) / (float)*(int *)(this + 0x2c))) {
        (**(code **)(*(int *)this + 0x14))(this,0x2c,0);
        return;
      }
      if ((99 < *(int *)(this + 0x20)) &&
         (0.8 <= (float)*(int *)(this + 0x20) / (float)*(int *)(this + 0x2c))) {
        (**(code **)(*(int *)this + 0x14))(this,0x2e,0);
        return;
      }
      if ((99 < *(int *)(this + 0x24)) &&
         (0.8 <= (float)*(int *)(this + 0x24) / (float)*(int *)(this + 0x2c))) {
        (**(code **)(*(int *)this + 0x14))(this,0x2f,0);
        return;
      }
      if (*(int *)(this + 0x28) < 100) {
        return;
      }
      if ((float)*(int *)(this + 0x28) / (float)*(int *)(this + 0x2c) < 0.8) {
        return;
      }
      (**(code **)(*(int *)this + 0x14))(this,0x30,0);
      return;
    }
    iVar2 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"attacker",0);
    pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
    if (this_00 == pCVar3) {
      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");
        pCVar3 = (CBaseEntity *)UTIL_PlayerByUserId(iVar2);
      }
      if (pCVar3 != (CBaseEntity *)0x0) {
        iVar2 = CBaseEntity::GetTeamNumber(this_00);
        iVar4 = CBaseEntity::GetTeamNumber(pCVar3);
        if (iVar2 != iVar4) {
          pcVar1 = (char *)(**(code **)(*(int *)param_1 + 0x28))(param_1,"weapon",&DAT_00d539c2);
          if ((pcVar1 != "pistol") && (iVar2 = _V_stricmp(pcVar1,"pistol"), iVar2 != 0)) {
            if ((pcVar1 == "dual_pistols") ||
               (iVar2 = _V_stricmp(pcVar1,"dual_pistols"), iVar2 == 0)) {
              *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
              *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
              return;
            }
            if ((pcVar1 == "smg") || (iVar2 = _V_stricmp(pcVar1,"smg"), iVar2 == 0)) {
              *(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
              *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
              return;
            }
            if ((pcVar1 != "pumpshotgun") && (iVar2 = _V_stricmp(pcVar1,"pumpshotgun"), iVar2 != 0))
            {
              if ((pcVar1 == "rifle") || (iVar2 = _V_stricmp(pcVar1,"rifle"), iVar2 == 0)) {
                *(int *)(this + 0x20) = *(int *)(this + 0x20) + 1;
                *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
                return;
              }
              if ((pcVar1 != "hunting_rifle") &&
                 (iVar2 = _V_stricmp(pcVar1,"hunting_rifle"), iVar2 != 0)) {
                if ((pcVar1 != "autoshotgun") &&
                   (iVar2 = _V_stricmp(pcVar1,"autoshotgun"), iVar2 != 0)) {
                  return;
                }
                *(int *)(this + 0x28) = *(int *)(this + 0x28) + 1;
                *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
                return;
              }
              *(int *)(this + 0x24) = *(int *)(this + 0x24) + 1;
              *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
              return;
            }
            *(int *)(this + 0x1c) = *(int *)(this + 0x1c) + 1;
            *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
            return;
          }
          *(int *)(this + 0x10) = *(int *)(this + 0x10) + 1;
          *(int *)(this + 0x2c) = *(int *)(this + 0x2c) + 1;
        }
      }
    }
  }
  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)