CPointGamestatsCounter::InputIncrement
0x00461540 · 342 bytes · __thiscall
_ZN22CPointGamestatsCounter14InputIncrementER11inputdata_t
Decompiled
undefined (2 params)
/* CPointGamestatsCounter::InputIncrement(inputdata_t&) */
void __thiscall
CPointGamestatsCounter::InputIncrement(CPointGamestatsCounter *this,inputdata_t *param_1)
{
code *pcVar1;
int iVar2;
undefined4 uVar3;
double dVar4;
double dVar5;
if (this[0x444] != (CPointGamestatsCounter)0x0) {
return;
}
iVar2 = *(int *)(this + 0x440);
if (iVar2 != 0) {
uVar3 = *(undefined4 *)(param_1 + 8);
pcVar1 = *(code **)(*(int *)gamestats + 0x90);
if (*(int *)(param_1 + 0x18) != 1) {
uVar3 = 0;
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
(*pcVar1)(gamestats,this + 0x2e0,iVar2,uVar3);
return;
}
if (*(int *)(this + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
if (((byte)this[0x14d] & 8) == 0) {
dVar5 = (double)*(float *)(this + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar5 = (double)*(float *)(this + 0x2e8);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
dVar4 = (double)*(float *)(this + 0x2e4);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
goto LAB_00461605;
}
}
dVar4 = (double)*(float *)(this + 0x2e4);
LAB_00461605:
DevMsg(1,
"CPointGamestatsCounter::InputIncrement: No stat name specified for point_gamestats_counter @%f, %f, %f [ent index %d]\n"
,(double)*(float *)(this + 0x2e0),dVar4,dVar5,iVar2);
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.