L L4D2node

CVScriptGameEventListener::CollectGameEventCallbacksInScope

0x00b47620 · 188 bytes · __thiscall

_ZN25CVScriptGameEventListener32CollectGameEventCallbacksInScopeEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CVScriptGameEventListener::CollectGameEventCallbacksInScope(HSCRIPT__*) */

void __thiscall
CVScriptGameEventListener::CollectGameEventCallbacksInScope
          (CVScriptGameEventListener *this,HSCRIPT__ *param_1)

{
  int iVar1;
  HSCRIPT__ *local_18;
  undefined4 local_14;
  undefined2 local_10;
  ushort local_e;
  
  iVar1 = *(int *)(this + 0x10);
  if (iVar1 == -1) {
    iVar1 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,"__CollectGameEventCallbacks",0,0);
    *(int *)(this + 0x10) = iVar1;
  }
  if (iVar1 != 0) {
    local_e = 0;
    local_10 = 0x20;
    local_14 = 0;
    local_18 = param_1;
                    /* try { // try from 00b4768d to 00b4768f has its CatchHandler @ 00b476e5 */
    (**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar1,&local_18,1,0,0,1);
    if ((local_e & 1) != 0) {
      free(local_18);
      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)