L L4D2node

CVScriptGameEventListener::RunGameEventCallbacks

0x00b47f00 · 275 bytes · __thiscall

_ZN25CVScriptGameEventListener21RunGameEventCallbacksEPKcP9HSCRIPT__

Decompiled

undefined (3 params)

/* CVScriptGameEventListener::RunGameEventCallbacks(char const*, HSCRIPT__*) */

void __thiscall
CVScriptGameEventListener::RunGameEventCallbacks
          (CVScriptGameEventListener *this,char *param_1,HSCRIPT__ *param_2)

{
  int iVar1;
  char *local_24;
  undefined4 local_20;
  undefined2 local_1c;
  ushort local_1a;
  HSCRIPT__ *local_18;
  undefined4 local_14;
  undefined2 local_10;
  ushort local_e;
  
  if (param_1 != (char *)0x0) {
    iVar1 = *(int *)(this + 0xc);
    if (iVar1 == -1) {
      iVar1 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,"__RunGameEventCallbacks",0,0);
      *(int *)(this + 0xc) = iVar1;
    }
    if (iVar1 != 0) {
      local_24 = param_1;
      local_1a = 0;
      local_1c = 0x1f;
      local_10 = 0x20;
      local_e = 0;
      local_20 = 0;
      local_14 = 0;
      local_18 = param_2;
                    /* try { // try from 00b47f95 to 00b47f97 has its CatchHandler @ 00b48020 */
      (**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar1,&local_24,2,0,0,1);
      if ((local_e & 1) != 0) {
        free(local_18);
        local_e = local_e & 0xfffe;
      }
      local_18 = (HSCRIPT__ *)0x0;
      local_14 = 0;
      local_10 = 0;
      if ((local_1a & 1) != 0) {
        free(local_24);
        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)