CDirector::FireGameEvent
0x0088b350 · 428 bytes · __thiscall
_ZN9CDirector13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CDirector::FireGameEvent(IGameEvent*) */
void __thiscall CDirector::FireGameEvent(CDirector *this,IGameEvent *param_1)
{
char cVar1;
char *pcVar2;
int iVar3;
int *piVar4;
CTerrorPlayer *pCVar5;
undefined8 uVar6;
CDirectorVersusMode::FireGameEventNonVirtual(*(CDirectorVersusMode **)(this + 0x63c),param_1);
CDirectorSessionManager::FireGameEvent(*(CDirectorSessionManager **)(this + 0x634),param_1);
CDirectorItemManager::FireGameEvent(*(CDirectorItemManager **)(this + 0x62c),param_1);
pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if ((pcVar2 == "player_death") || (iVar3 = _V_stricmp(pcVar2,"player_death"), iVar3 == 0)) {
iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
pCVar5 = (CTerrorPlayer *)UTIL_PlayerByUserId(iVar3);
if ((pCVar5 != (CTerrorPlayer *)0x0) &&
(cVar1 = (**(code **)(*(int *)pCVar5 + 0x16c))(pCVar5), cVar1 != '\0')) {
OnPlayerDeath(this,pCVar5);
return;
}
return;
}
pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if ((pcVar2 != "player_disconnect") &&
(iVar3 = _V_stricmp(pcVar2,"player_disconnect"), iVar3 != 0)) {
pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if ((pcVar2 != "player_first_spawn") &&
(iVar3 = _V_stricmp(pcVar2,"player_first_spawn"), iVar3 != 0)) {
return;
}
iVar3 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
piVar4 = (int *)UTIL_PlayerByUserId(iVar3);
if (piVar4 == (int *)0x0) {
return;
}
cVar1 = (**(code **)(*piVar4 + 0x16c))(piVar4);
if (cVar1 == '\0') {
return;
}
cVar1 = (**(code **)(*piVar4 + 0x778))(piVar4);
if (cVar1 != '\0') {
return;
}
(**(code **)(*engine + 0x9c))(engine,piVar4[0xc],"cl_consistencycheck");
return;
}
uVar6 = (**(code **)(*(int *)param_1 + 0x20))(param_1,&DAT_00cdc6aa,0,0);
PlayerAvatarSet(CONCAT44((int)uVar6,this),(KeyValues *)((ulonglong)uVar6 >> 0x20));
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.