L L4D2node

CBaseGameStats::SetCaptionsStatistic

0x00462b60 · 71 bytes · __cdecl

_ZN14CBaseGameStats20SetCaptionsStatisticEb

Decompiled

undefined (1 param)

/* CBaseGameStats::SetCaptionsStatistic(bool) */

void CBaseGameStats::SetCaptionsStatistic(bool param_1)

{
  char *pcVar1;
  int iVar2;
  undefined3 in_stack_00000005;
  
  if (CBGSDriver[0x130f] != '\0') {
    pcVar1 = (char *)CUtlString::Get((CUtlString *)(CBGSDriver + 0x12e8));
    iVar2 = BasicGameStats_t::FindOrAddRecordForMap((BasicGameStats_t *)(_param_1 + 4),pcVar1);
    *(int *)(iVar2 + 0x10) = *(int *)(iVar2 + 0x10) + 1;
  }
  if (CBGSDriver[0x1310] != '\0') {
    *(int *)(_param_1 + 0x18) = *(int *)(_param_1 + 0x18) + 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)