CBaseGameStats::SetSkillStatistic
0x00462bc0 · 98 bytes · __thiscall
_ZN14CBaseGameStats17SetSkillStatisticEi
Decompiled
undefined (2 params)
/* CBaseGameStats::SetSkillStatistic(int) */
void __thiscall CBaseGameStats::SetSkillStatistic(CBaseGameStats *this,int param_1)
{
int *piVar1;
char *pcVar2;
int iVar3;
int iVar4;
iVar4 = 2;
if (param_1 < 4) {
iVar4 = 1;
if (0 < param_1) {
iVar4 = param_1;
}
iVar4 = iVar4 + -1;
}
if (CBGSDriver[0x130f] != '\0') {
pcVar2 = (char *)CUtlString::Get((CUtlString *)(CBGSDriver + 0x12e8));
iVar3 = BasicGameStats_t::FindOrAddRecordForMap((BasicGameStats_t *)(this + 4),pcVar2);
piVar1 = (int *)(iVar3 + 0x14 + iVar4 * 4);
*piVar1 = *piVar1 + 1;
}
if (CBGSDriver[0x1310] != '\0') {
*(int *)(this + iVar4 * 4 + 0x1c) = *(int *)(this + iVar4 * 4 + 0x1c) + 1;
}
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.