L L4D2node

CWitchHarassmentAwardTemplate::FireGameEvent

0x00862180 · 235 bytes · __thiscall

_ZN29CWitchHarassmentAwardTemplate13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CWitchHarassmentAwardTemplate::FireGameEvent(IGameEvent*) */

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

{
  char cVar1;
  char *pcVar2;
  CBaseEntity *this_00;
  int iVar3;
  CBaseEntity *this_01;
  
  pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if (((pcVar2 != (char *)0x0) &&
      (this_00 = (CBaseEntity *)CAwardTemplate::GetOwner((CAwardTemplate *)this),
      this_00 != (CBaseEntity *)0x0)) && (iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 2))
  {
    if ((pcVar2 != "witch_harasser_set") &&
       (iVar3 = _V_stricmp(pcVar2,"witch_harasser_set"), iVar3 != 0)) {
      return;
    }
    iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
    if (iVar3 != 0) {
      iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
      this_01 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
      if (((this_01 != (CBaseEntity *)0x0) &&
          (iVar3 = CBaseEntity::GetTeamNumber(this_01), iVar3 == 2)) &&
         ((cVar1 = CDirector::IsFinale(TheDirector), cVar1 == '\0' && (this_00 == this_01)))) {
        (**(code **)(*(int *)this + 0x14))(this,0x5e,0);
      }
    }
  }
  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)