L L4D2node

DoEntFire

0x00b44cf0 · 419 bytes · __cdecl

_ZL9DoEntFirePKcS0_S0_fP9HSCRIPT__S2_

Decompiled

undefined (6 params)

/* DoEntFire(char const*, char const*, char const*, float, HSCRIPT__*, HSCRIPT__*) */

void DoEntFire(char *param_1,char *param_2,char *param_3,float param_4,HSCRIPT__ *param_5,
              HSCRIPT__ *param_6)

{
  code *pcVar1;
  int iVar2;
  ScriptClassDesc_t *pSVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  char *pcVar6;
  char *pcVar7;
  undefined4 local_48;
  char *local_44;
  char *local_40 [4];
  char *local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  AllocPooledString((char *)local_40);
  pcVar6 = "";
  if (local_40[0] != (char *)0x0) {
    pcVar6 = local_40[0];
  }
  if ((*(int *)(gpGlobals + 0x14) < 2) ||
     (iVar2 = _V_stricmp(pcVar6,"point_servercommand"), iVar2 != 0)) {
    pcVar7 = "Use";
    if ((*param_2 != '\0') &&
       (AllocPooledString((char *)local_40), pcVar7 = local_40[0], local_40[0] == (char *)0x0)) {
      pcVar7 = "";
    }
    local_48 = 0;
    local_44 = (char *)0x0;
    if (*param_3 != '\0') {
      AllocPooledString((char *)local_40);
      local_44 = local_40[0];
      local_48 = 2;
    }
    if (param_4 <= 0.0) {
      param_4 = 0.0;
    }
    if (param_6 == (HSCRIPT__ *)0x0) {
      uVar4 = 0;
    }
    else {
      pcVar1 = *(code **)(*g_pScriptVM + 0x68);
      pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
      uVar4 = (*pcVar1)(g_pScriptVM,param_6,pSVar3);
    }
    if (param_5 == (HSCRIPT__ *)0x0) {
      uVar5 = 0;
    }
    else {
      pcVar1 = *(code **)(*g_pScriptVM + 0x68);
      pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
      uVar5 = (*pcVar1)(g_pScriptVM,param_5,pSVar3);
    }
    local_30[0] = local_44;
    local_24 = 0xffffffff;
    local_20 = local_48;
    CEventQueue::AddEvent((CEventQueue *)g_EventQueue,pcVar6,pcVar7,local_30,param_4,uVar5,uVar4,0);
  }
  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)