CDirectorVersusMode::FireGameEventNonVirtual
0x008c4910 · 86 bytes · __thiscall
_ZN19CDirectorVersusMode23FireGameEventNonVirtualEP10IGameEvent
Decompiled
undefined (2 params)
/* CDirectorVersusMode::FireGameEventNonVirtual(IGameEvent*) */
void __thiscall
CDirectorVersusMode::FireGameEventNonVirtual(CDirectorVersusMode *this,IGameEvent *param_1)
{
char cVar1;
char *pcVar2;
int iVar3;
cVar1 = CTerrorGameRules::IsVersusMode();
if (cVar1 == '\0') {
return;
}
pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if ((pcVar2 != "map_transition") && (iVar3 = _V_stricmp(pcVar2,"map_transition"), iVar3 != 0)) {
return;
}
EndVersusModeRound(this,true);
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.