L L4D2node

CVScriptGameEventListener::FireGameEvent

0x00b48d00 · 962 bytes · __thiscall

_ZN25CVScriptGameEventListener13FireGameEventEP10IGameEvent

Decompiled

undefined (2 params)

/* CVScriptGameEventListener::FireGameEvent(IGameEvent*) */

void __thiscall
CVScriptGameEventListener::FireGameEvent(CVScriptGameEventListener *this,IGameEvent *param_1)

{
  IScriptVM *pIVar1;
  KeyValues *pKVar2;
  undefined4 uVar3;
  char *pcVar4;
  HSCRIPT__ *pHVar5;
  undefined4 uVar6;
  HSCRIPT__ *pHVar7;
  int in_GS_OFFSET;
  longdouble lVar8;
  undefined8 uVar9;
  HSCRIPT__ *local_ac;
  undefined4 local_a8;
  undefined2 local_a4;
  ushort local_a2;
  HSCRIPT__ local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pKVar2 = (KeyValues *)(**(code **)(*(int *)param_1 + 0x40))(param_1);
  pIVar1 = g_pScriptVM;
  if ((pKVar2 == (KeyValues *)0x0) || (g_pScriptVM == (IScriptVM *)0x0)) {
    pHVar7 = (HSCRIPT__ *)0x0;
  }
  else {
    local_ac = (HSCRIPT__ *)0x0;
    local_a4 = 0;
    local_a2 = 0;
                    /* try { // try from 00b48d77 to 00b48d7c has its CatchHandler @ 00b490f2 */
    (**(code **)(*(int *)g_pScriptVM + 0x80))(g_pScriptVM,&local_ac);
    pHVar7 = local_ac;
    if ((local_a2 & 1) != 0) {
      free(local_ac);
    }
    for (pKVar2 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar2); pKVar2 != (KeyValues *)0x0;
        pKVar2 = (KeyValues *)KeyValues::GetNextKey(pKVar2)) {
      local_a4 = 0;
      local_a2 = 0;
      local_ac = (HSCRIPT__ *)0x0;
                    /* try { // try from 00b48dd7 to 00b48e9e has its CatchHandler @ 00b490da */
      uVar3 = KeyValues::GetDataType(pKVar2,(char *)0x0);
      switch(uVar3) {
      case 0:
        pHVar5 = (HSCRIPT__ *)ScriptTableFromKeyValues(pIVar1,pKVar2,(HSCRIPT__ *)&DAT_ffffffff);
        if ((local_a2 & 1) != 0) {
          free(local_ac);
          local_a2 = local_a2 & 0xfffe;
        }
        local_a4 = 0x20;
        local_ac = pHVar5;
        break;
      case 1:
        pHVar5 = (HSCRIPT__ *)KeyValues::GetString(pKVar2,(char *)0x0,"");
        if ((local_a2 & 1) != 0) {
          free(local_ac);
          local_a2 = local_a2 & 0xfffe;
        }
        local_a4 = 0x1f;
        local_ac = pHVar5;
        break;
      case 2:
        pHVar5 = (HSCRIPT__ *)KeyValues::GetInt(pKVar2,(char *)0x0,0);
        if ((local_a2 & 1) != 0) {
          free(local_ac);
          local_a2 = local_a2 & 0xfffe;
        }
        local_a4 = 5;
        local_ac = pHVar5;
        break;
      case 3:
                    /* try { // try from 00b48f23 to 00b490cd has its CatchHandler @ 00b490da */
        lVar8 = (longdouble)KeyValues::GetFloat(pKVar2,(char *)0x0,0.0);
        if ((local_a2 & 1) != 0) {
          free(local_ac);
          local_a2 = local_a2 & 0xfffe;
        }
        local_a4 = 1;
        local_ac = (HSCRIPT__ *)(float)lVar8;
        break;
      default:
        uVar3 = KeyValues::GetDataType(pKVar2,(char *)0x0);
        uVar6 = KeyValues::GetName(pKVar2);
        Warning("ScriptVmKeyValueToVariant failed to package parameter %s (type %d)\n",uVar6,uVar3);
        goto LAB_00b48e9f;
      case 7:
        uVar9 = KeyValues::GetUint64((char *)pKVar2,0);
        V_snprintf((char *)local_a0,0x80,"%llu",(int)uVar9,(int)((ulonglong)uVar9 >> 0x20));
        if ((local_a2 & 1) != 0) {
          free(local_ac);
          local_a2 = local_a2 & 0xfffe;
        }
        local_a4 = 0x1f;
        local_ac = local_a0;
      }
      local_a8 = 0;
      uVar3 = KeyValues::GetName(pKVar2);
      (**(code **)(*(int *)pIVar1 + 0x78))(pIVar1,pHVar7,uVar3,&local_ac);
LAB_00b48e9f:
      if ((local_a2 & 1) != 0) {
        free(local_ac);
      }
    }
  }
  pcVar4 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  RunGameEventCallbacks(this,pcVar4,pHVar7);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)