L L4D2node

CTimedEventMgr::FireEvents

0x00b082c0 · 484 bytes · __thiscall

_ZN14CTimedEventMgr10FireEventsEv

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CTimedEventMgr::FireEvents() */

void __thiscall CTimedEventMgr::FireEvents(CTimedEventMgr *this)

{
  CEventRegister *this_00;
  undefined4 uVar1;
  undefined4 uVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  undefined4 local_24;
  undefined4 local_20;
  
  local_24 = 0;
  local_20 = 0;
  if (___atan2f_finite == 0) {
    iVar6 = 0;
  }
  else {
    (**(code **)(___atan2f_finite + 0x50))
              (___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/timedeventmgr.cpp",0x6a,
               &FireEvents()::tm_fmt,"(%s)%s","Unaccounted","CTimedEventMgr::FireEvents");
    iVar6 = ___atan2f_finite;
  }
  uVar2 = local_20;
  uVar1 = local_24;
  iVar5 = _DAT_0105db00;
  if ((_DAT_0105d154 == 0) && (DAT_0105d158 != '\0')) goto LAB_00b08402;
                    /* try { // try from 00b08373 to 00b083c1 has its CatchHandler @ 00b08534 */
  iVar4 = ThreadGetCurrentId();
  if (iVar5 != iVar4) goto LAB_00b08402;
  if ((char *)*_DAT_0105d15c != "CTimedEventMgr::FireEvents") {
    _DAT_0105d15c =
         (int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xd3c004,(char *)0x1,0xbfafa1);
  }
  CVProfNode::EnterScope();
  DAT_0105d158 = '\0';
  iVar5 = *(int *)(this + 0xc);
  iVar4 = _DAT_0105db00;
  while ((_DAT_0105db00 = iVar4, iVar5 != 0 &&
         (this_00 = (CEventRegister *)**(undefined4 **)this,
         *(float *)(this_00 + 4) <= *(float *)(gpGlobals + 0xc)))) {
                    /* try { // try from 00b083e7 to 00b08401 has its CatchHandler @ 00b084ad */
    CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
    ::RemoveAtHead((CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
                    *)this);
    this_00[0x10] = (CEventRegister)0x0;
    CEventRegister::Reregister(this_00);
    (**(code **)**(undefined4 **)(this_00 + 0xc))(*(undefined4 **)(this_00 + 0xc));
LAB_00b08402:
    iVar5 = *(int *)(this + 0xc);
    iVar4 = _DAT_0105db00;
  }
  if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
     (iVar5 = ThreadGetCurrentId(), iVar4 == iVar5)) {
    cVar3 = CVProfNode::ExitScope();
    if (cVar3 != '\0') {
      _DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
    }
    DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
  }
  if (iVar6 != 0) {
    (**(code **)(iVar6 + 0x54))(iVar6,uVar1,uVar2,0,0,0);
  }
  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)