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 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.