L L4D2node

CTerrorPlayer::FireChallengeModeExplanationEvents

0x009ada20 · 736 bytes · __thiscall

_ZN13CTerrorPlayer34FireChallengeModeExplanationEventsEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::FireChallengeModeExplanationEvents() */

void __thiscall CTerrorPlayer::FireChallengeModeExplanationEvents(CTerrorPlayer *this)

{
  code *pcVar1;
  int iVar2;
  int *piVar3;
  undefined4 uVar4;
  
  if ((*(int *)(sv_disable_glow_survivors._28_4_ + 0x30) == 0) ||
     (piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"explain_survivor_glows_disabled",0,0),
     piVar3 == (int *)0x0)) {
    iVar2 = *(int *)(sv_disable_glow_faritems._28_4_ + 0x30);
  }
  else {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    iVar2 = *(int *)(sv_disable_glow_faritems._28_4_ + 0x30);
  }
  if ((iVar2 == 0) ||
     (piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"explain_item_glows_disabled",0,0),
     piVar3 == (int *)0x0)) {
    iVar2 = *(int *)(RescueDisabled._28_4_ + 0x30);
  }
  else {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    iVar2 = *(int *)(RescueDisabled._28_4_ + 0x30);
  }
  if ((iVar2 != 0) &&
     (piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"explain_rescue_disabled",0,0),
     piVar3 != (int *)0x0)) {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  if ((*(float *)(ZombieNonHeadDamageFactorMultiplier._28_4_ + 0x2c) <= 1.0 &&
       *(float *)(ZombieNonHeadDamageFactorMultiplier._28_4_ + 0x2c) != 1.0) &&
     (piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"explain_bodyshots_reduced",0,0),
     piVar3 != (int *)0x0)) {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
  }
  if (((*(int *)(ZombieWitchAlwaysKills._28_4_ + 0x30) != 0) &&
      (iVar2 = GetDifficulty(), iVar2 != 0)) &&
     (piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"explain_witch_instant_kill",0,0),
     piVar3 != (int *)0x0)) {
    pcVar1 = *(code **)(*piVar3 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar1)(piVar3,"userid",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
    return;
  }
  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)