L L4D2node

CBaseGameStats::SetCyberCafeStatistic

0x00462a30 · 79 bytes · __thiscall

_ZN14CBaseGameStats21SetCyberCafeStatisticEb

Decompiled

undefined (2 params)

/* CBaseGameStats::SetCyberCafeStatistic(bool) */

void __thiscall CBaseGameStats::SetCyberCafeStatistic(CBaseGameStats *this,bool param_1)

{
  char *pcVar1;
  int iVar2;
  
  if (CBGSDriver[0x1310] != '\0') {
    this[0x29] = (CBaseGameStats)param_1;
  }
  if (CBGSDriver[0x130f] != '\0') {
    pcVar1 = (char *)CUtlString::Get((CUtlString *)(CBGSDriver + 0x12e8));
    iVar2 = BasicGameStats_t::FindOrAddRecordForMap((BasicGameStats_t *)(this + 4),pcVar1);
    *(bool *)(iVar2 + 0x21) = param_1;
  }
  this[0x4d] = (CBaseGameStats)param_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)