L L4D2node

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 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)