L L4D2node

CTerrorGameRules::SetVersusSurvivalMultiplier

0x00506730 · 89 bytes · __thiscall

_ZN16CTerrorGameRules27SetVersusSurvivalMultiplierEii

Decompiled

undefined (3 params)

/* CTerrorGameRules::SetVersusSurvivalMultiplier(int, int) */

void __thiscall
CTerrorGameRules::SetVersusSurvivalMultiplier(CTerrorGameRules *this,int param_1,int param_2)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  cVar1 = HasPlayerControlledZombies();
  if (cVar1 != '\0') {
    iVar3 = GetVersusTeamFor(param_1);
    iVar3 = iVar3 + -1;
  }
  iVar2 = memcmp(this + iVar3 * 4 + 0x42c,&param_2,4);
  if (iVar2 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + iVar3 * 4 + 0x42c) = param_2;
  }
  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)