CSurvivorRescue::FireGameEvent
0x0096ad00 · 546 bytes · __thiscall
_ZN15CSurvivorRescue13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CSurvivorRescue::FireGameEvent(IGameEvent*) */
void __thiscall CSurvivorRescue::FireGameEvent(CSurvivorRescue *this,IGameEvent *param_1)
{
uint uVar1;
uint uVar2;
char *pcVar3;
int iVar4;
int *piVar5;
uint *puVar6;
undefined *puVar7;
int iVar8;
undefined4 local_3c [2];
undefined4 local_34;
undefined4 local_28;
undefined4 local_24;
pcVar3 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if ((pcVar3 == "rescue_door_open") || (iVar4 = _V_stricmp(pcVar3,"rescue_door_open"), iVar4 == 0))
{
iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entindex",0);
piVar5 = (int *)UTIL_EntityByIndex(iVar4);
if (piVar5 != (int *)0x0) {
puVar6 = (uint *)(**(code **)(*piVar5 + 0xc))(piVar5);
uVar1 = *puVar6;
if (0 < *(int *)(this + 0x1950)) {
piVar5 = (int *)(g_pEntityList + (uVar1 & 0xfff) * 0x10 + 4);
iVar4 = 0;
do {
iVar8 = 0;
if (uVar1 != 0xffffffff) {
if (piVar5 == (int *)0x0) {
iVar8 = 0;
}
else if (piVar5[1] == uVar1 >> 0xc) {
iVar8 = *piVar5;
}
}
uVar2 = *(uint *)(*(int *)(this + 0x1944) + iVar4 * 4);
if (((uVar2 == 0xffffffff) ||
(puVar7 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar7 + 8) != uVar2 >> 0xc)) {
if (iVar8 == 0) goto LAB_0096aed0;
}
else if (iVar8 == *(int *)(puVar7 + 4)) {
LAB_0096aed0:
ValidateSurvivor(this);
uVar1 = *(uint *)(this + 0x1920);
if (((uVar1 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)
) && ((*(uint *)(puVar7 + 8) == uVar1 >> 0xc && (*(int *)(puVar7 + 4) != 0)))) {
iVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
local_3c[0] = UTIL_PlayerByUserId(iVar4);
local_34 = 0;
local_28 = 0xffffffff;
local_24 = 0;
local_34 = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"entindex",0);
local_24 = 5;
InputRescue(this,(inputdata_t *)local_3c);
return;
}
if (*(int *)(this + 0x1934) != 0) {
return;
}
*(undefined4 *)(this + 0x1934) = 1;
return;
}
iVar4 = iVar4 + 1;
} while (iVar4 != *(int *)(this + 0x1950));
}
}
}
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.