L L4D2node

CBaseGameStats::Event_Commentary

0x00461ec0 · 85 bytes · __thiscall

_ZN14CBaseGameStats16Event_CommentaryEv

Decompiled

undefined (1 param)

/* CBaseGameStats::Event_Commentary() */

void __thiscall CBaseGameStats::Event_Commentary(CBaseGameStats *this)

{
  char *pcVar1;
  int iVar2;
  
  if (CBGSDriver[0x130f] != '\0') {
    pcVar1 = (char *)CUtlString::Get((CUtlString *)(CBGSDriver + 0x12e8));
    iVar2 = BasicGameStats_t::FindOrAddRecordForMap((BasicGameStats_t *)(this + 4),pcVar1);
    *(int *)(iVar2 + 8) = *(int *)(iVar2 + 8) + 1;
  }
  iVar2 = *(int *)(this + 0x10);
  *(int *)(this + 0x10) = iVar2 + 1;
  StatsLog(this,"CBaseGameStats::Event_Commentary [%d]\n",iVar2 + 1);
  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)