L L4D2node

CTerrorGameRules::OnGSGetGameplayStatsResponse

0x00503e20 · 146 bytes · __thiscall

_ZN16CTerrorGameRules28OnGSGetGameplayStatsResponseEP17GSGameplayStats_t

Decompiled

undefined (2 params)

/* CTerrorGameRules::OnGSGetGameplayStatsResponse(GSGameplayStats_t*) */

void __thiscall
CTerrorGameRules::OnGSGetGameplayStatsResponse(CTerrorGameRules *this,GSGameplayStats_t *param_1)

{
  int iVar1;
  
  if (*(int *)param_1 == 1) {
    iVar1 = *(int *)(param_1 + 4);
    if (iVar1 + 1 != *(int *)(this + 0x480)) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + 0x480) = iVar1 + 1;
    }
    iVar1 = *(int *)(param_1 + 8);
    if (iVar1 != *(int *)(this + 0x484)) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + 0x484) = iVar1;
      return;
    }
  }
  else {
    if (*(int *)(this + 0x480) != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + 0x480) = 0;
    }
    if (*(int *)(this + 0x484) != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + 0x484) = 0;
      return;
    }
  }
  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)