L L4D2node

CCSGameRules::LevelShutdown

0x00433c90 · 93 bytes · __thiscall

_ZN12CCSGameRules13LevelShutdownEv

Decompiled

undefined (1 param)

/* CCSGameRules::LevelShutdown() */

void __thiscall CCSGameRules::LevelShutdown(CCSGameRules *this)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar1 = *(char **)(gpGlobals + 0x3c);
  }
  iVar2 = GetCSLevelIndex(pcVar1);
  if (iVar2 != -1) {
    *(short *)((int)&g_iTerroristVictories + iVar2 * 2) =
         *(short *)((int)&g_iTerroristVictories + iVar2 * 2) + *(short *)(this + 0x28a);
    *(short *)((int)&g_iCounterTVictories + iVar2 * 2) =
         *(short *)((int)&g_iCounterTVictories + iVar2 * 2) + *(short *)(this + 0x288);
  }
  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)