L L4D2node

CTerrorGameRules::IncreaseSurvivalExploitAmount

0x00505000 · 360 bytes · __thiscall

_ZN16CTerrorGameRules29IncreaseSurvivalExploitAmountEfPK11CBaseEntity

Decompiled

undefined (3 params)

/* CTerrorGameRules::IncreaseSurvivalExploitAmount(float, CBaseEntity const*) */

void __thiscall
CTerrorGameRules::IncreaseSurvivalExploitAmount
          (CTerrorGameRules *this,float param_1,CBaseEntity *param_2)

{
  uint uVar1;
  char cVar2;
  undefined4 *puVar3;
  undefined *puVar4;
  
  if ((((((param_2 != (CBaseEntity *)0x0) &&
         (cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar2 != '\0')) &&
        (cVar2 = (**(code **)(*(int *)param_2 + 0x778))(param_2), cVar2 == '\0')) &&
       ((cVar2 = (**(code **)(*(int *)param_2 + 0x7e8))(param_2), cVar2 == '\0' &&
        (param_2[0x39f1] == (CBaseEntity)0x0)))) &&
      ((((uVar1 = *(uint *)(param_2 + 0x33c4), uVar1 == 0xffffffff ||
         ((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)))) || (*(int *)(puVar4 + 4) == 0)) &&
       (((((uVar1 = *(uint *)(param_2 + 0x3e68), uVar1 == 0xffffffff ||
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
        (((uVar1 = *(uint *)(param_2 + 0x3e48), uVar1 == 0xffffffff ||
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         ((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))))))) &&
     (((uVar1 = *(uint *)(param_2 + 0x3ee0), uVar1 == 0xffffffff ||
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
      ((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))) {
    puVar3 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    *(undefined4 *)(this + 0x314) = *puVar3;
    *(float *)(this + 0x318) = param_1 + *(float *)(this + 0x318);
  }
  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)