CSmokeCloudSystem::FireGameEvent
0x00909280 · 238 bytes · __thiscall
_ZN17CSmokeCloudSystem13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CSmokeCloudSystem::FireGameEvent(IGameEvent*) */
void __thiscall CSmokeCloudSystem::FireGameEvent(CSmokeCloudSystem *this,IGameEvent *param_1)
{
char cVar1;
char *pcVar2;
int iVar3;
CBaseEntity *this_00;
undefined4 *puVar4;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
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);
this_00 = (CBaseEntity *)UTIL_PlayerByUserId(iVar3);
if ((this_00 != (CBaseEntity *)0x0) &&
(((cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 != '\0' &&
(iVar3 = CBaseEntity::GetTeamNumber(this_00), iVar3 == 3)) &&
(iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 1)))) {
puVar4 = (undefined4 *)(**(code **)(*(int *)this_00 + 0x288))(this_00);
local_20 = *puVar4;
local_1c = puVar4[1];
local_18 = puVar4[2];
local_14 = *(undefined4 *)(gpGlobals + 0xc);
local_10 = 0xffffffff;
puVar4 = (undefined4 *)(**(code **)(*(int *)this_00 + 0xc))(this_00);
local_10 = *puVar4;
CUtlVector<CSmokeCloudSystem::SmokeCloudType,CUtlMemory<CSmokeCloudSystem::SmokeCloudType,int>>
::InsertBefore((CUtlVector<CSmokeCloudSystem::SmokeCloudType,CUtlMemory<CSmokeCloudSystem::SmokeCloudType,int>>
*)(this + 0x24),*(int *)(this + 0x30),(SmokeCloudType *)&local_20);
}
}
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.