CScavengeProgressDisplay::InputSetTotalItems
0x004f03d0 · 67 bytes · __thiscall
_ZN24CScavengeProgressDisplay18InputSetTotalItemsER11inputdata_t
Decompiled
undefined (2 params)
/* CScavengeProgressDisplay::InputSetTotalItems(inputdata_t&) */
void __thiscall
CScavengeProgressDisplay::InputSetTotalItems(CScavengeProgressDisplay *this,inputdata_t *param_1)
{
char cVar1;
int iVar2;
iVar2 = 0;
if (*(int *)(param_1 + 0x18) == 5) {
iVar2 = *(int *)(param_1 + 8);
}
if (g_pGameRules != (CTerrorGameRules *)0x0) {
cVar1 = CTerrorGameRules::IsScavengeMode();
if (cVar1 == '\0') {
CTerrorGameRules::SetScavengeItemsGoal(g_pGameRules,iVar2);
return;
}
}
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.