L L4D2node

CTeamplayRules::IPointsForKill

0x004d0d00 · 82 bytes · __thiscall

_ZN14CTeamplayRules14IPointsForKillEP11CBasePlayerS1_

Decompiled

undefined (3 params)

/* CTeamplayRules::IPointsForKill(CBasePlayer*, CBasePlayer*) */

undefined4 __thiscall
CTeamplayRules::IPointsForKill(CTeamplayRules *this,CBasePlayer *param_1,CBasePlayer *param_2)

{
  int iVar1;
  
  if (param_2 == (CBasePlayer *)0x0) {
    return 0;
  }
  if ((param_1 != (CBasePlayer *)0x0) && (param_1 != param_2)) {
    iVar1 = (**(code **)(*(int *)this + 0x1a4))(this,param_1,param_2);
    if (iVar1 == 1) {
      return 0xffffffff;
    }
  }
  return 1;
}

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)