CInfoGameEventProxy::InputGenerateGameEvent
0x00b60620 · 237 bytes · __thiscall
_ZN19CInfoGameEventProxy22InputGenerateGameEventER11inputdata_t
Decompiled
undefined (2 params)
/* CInfoGameEventProxy::InputGenerateGameEvent(inputdata_t&) */
void __thiscall
CInfoGameEventProxy::InputGenerateGameEvent(CInfoGameEventProxy *this,inputdata_t *param_1)
{
code *pcVar1;
char cVar2;
undefined1 *puVar3;
int *piVar4;
undefined4 uVar5;
int iVar6;
int *piVar7;
piVar7 = *(int **)param_1;
if ((piVar7 == (int *)0x0) || (cVar2 = (**(code **)(*piVar7 + 0x16c))(piVar7), cVar2 == '\0')) {
piVar7 = (int *)0x0;
}
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x440) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x440);
}
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,puVar3,0,0);
if (piVar4 != (int *)0x0) {
if (piVar7 != (int *)0x0) {
pcVar1 = *(code **)(*piVar4 + 0x30);
uVar5 = (**(code **)(*engine + 0x40))(engine,piVar7[0xc]);
(*pcVar1)(piVar4,"userid",uVar5);
}
if (*(int *)(this + 0x30) == 0) {
iVar6 = 0;
}
else {
iVar6 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar4 + 0x30))(piVar4,"subject",iVar6);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.