L L4D2node

CCSGameRules::UpdateTeamScores

0x00437dc0 · 100 bytes · __thiscall

_ZN12CCSGameRules16UpdateTeamScoresEv

Decompiled

undefined (1 param)

/* CCSGameRules::UpdateTeamScores() */

void __thiscall CCSGameRules::UpdateTeamScores(CCSGameRules *this)

{
  int *piVar1;
  int *piVar2;
  
  piVar1 = (int *)GetGlobalTeam(2);
  piVar2 = (int *)GetGlobalTeam(3);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x360))(piVar1,(int)*(short *)(this + 0x28a));
  }
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0x360))(piVar2,(int)*(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)