L L4D2node

Action<Spitter>::StorePendingEventResult

0x00ad88f0 · 188 bytes · __thiscall

_ZN6ActionI7SpitterE23StorePendingEventResultERK18EventDesiredResultIS0_EPKc

Decompiled

undefined (3 params)

/* Action<Spitter>::StorePendingEventResult(EventDesiredResult<Spitter> const&, char const*) */

void __thiscall
Action<Spitter>::StorePendingEventResult
          (Action<Spitter> *this,EventDesiredResult *param_1,char *param_2)

{
  int iVar1;
  int *piVar2;
  undefined4 uVar3;
  
  if (*(int *)param_1 == 0) {
    return;
  }
  iVar1 = *(int *)(param_1 + 0xc);
  if (*(int *)(this + 0x2c) < iVar1) {
    if (iVar1 == 0) goto LAB_00ad8943;
  }
  else if ((iVar1 != *(int *)(this + 0x2c)) || (*(int *)(this + 0x20) != 4)) {
    if ((iVar1 == 3) && (*(int *)(developer._28_4_ + 0x30) != 0)) {
      uVar3 = (**(code **)(*(int *)this + 0xa4))(this);
      DevMsg("%3.2f: WARNING: %s::%s() RESULT_CRITICAL collision\n",
             (double)*(float *)(gpGlobals + 0xc),uVar3,param_2);
    }
    if (*(int **)(param_1 + 4) == (int *)0x0) {
      return;
    }
                    /* WARNING: Could not recover jumptable at 0x00ad892d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(param_1 + 4) + 4))();
    return;
  }
  piVar2 = *(int **)(this + 0x24);
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 4))(piVar2);
  }
LAB_00ad8943:
  *(undefined4 *)(this + 0x20) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x2c) = *(undefined4 *)(param_1 + 0xc);
  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)