L L4D2node

CCSGameRules::AddPricesToTable

0x00439300 · 143 bytes · __cdecl

_ZN12CCSGameRules16AddPricesToTableE13weeklyprice_t

Decompiled

undefined (1 param)

/* CCSGameRules::AddPricesToTable(weeklyprice_t) */

void CCSGameRules::AddPricesToTable(CCSGameRules *param_1)

{
  int iVar1;
  
  iVar1 = (**(code **)(**(int **)(param_1 + 0x2e0) + 0x34))
                    (*(int **)(param_1 + 0x2e0),"blackmarket_prices");
  if (iVar1 == 0xffff) {
    (**(code **)(**(int **)(param_1 + 0x2e0) + 0x24))
              (*(int **)(param_1 + 0x2e0),1,"blackmarket_prices",0xe2,&stack0x00000008);
  }
  else {
    (**(code **)(**(int **)(param_1 + 0x2e0) + 0x2c))
              (*(int **)(param_1 + 0x2e0),iVar1,0xe2,&stack0x00000008);
  }
  SetBlackMarketPrices(param_1,false);
  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)