L L4D2node

AverageMembersSkills

0x00035430 · 445 bytes · __cdecl

_Z20AverageMembersSkillsP9KeyValuesPKci

Decompiled

undefined (3 params)

/* AverageMembersSkills(KeyValues*, char const*, int) */

int AverageMembersSkills(KeyValues *param_1,char *param_2,int param_3)

{
  int iVar1;
  KeyValues *this;
  int iVar2;
  KeyValues *this_00;
  int iVar3;
  int iVar4;
  int in_GS_OFFSET;
  int local_148;
  int local_140;
  int local_13c;
  CFmtStrN<256> local_12c [5];
  char local_127 [263];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = KeyValues::GetInt(param_1,"members/numMachines",0);
  if (0 < iVar1) {
    local_148 = 0;
    local_140 = 0;
    local_13c = 0;
    do {
      CFmtStrN<256>::CFmtStrN(local_12c,"members/machine%d",local_148);
      this = (KeyValues *)KeyValues::FindKey(param_1,local_127,false);
      iVar2 = KeyValues::GetInt(this,"numPlayers",0);
      if (0 < iVar2) {
        iVar4 = 0;
        do {
          CFmtStrN<256>::CFmtStrN(local_12c,"player%d",iVar4);
          this_00 = (KeyValues *)KeyValues::FindKey(this,local_127,false);
          if (this_00 != (KeyValues *)0x0) {
            CFmtStrN<256>::CFmtStrN(local_12c,"game/%s",param_2);
            iVar3 = KeyValues::GetInt(this_00,local_127,param_3);
            local_140 = local_140 + iVar3;
            local_13c = local_13c + 1;
          }
          iVar4 = iVar4 + 1;
        } while (iVar4 != iVar2);
      }
      local_148 = local_148 + 1;
    } while (local_148 != iVar1);
    if (local_13c != 0) {
      param_3 = local_140 / local_13c;
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return param_3;
  }
                    /* 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)