L L4D2node

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 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)