L L4D2node

CTerrorGameRules::IncrementVersusDefibsUsed

0x00506790 · 111 bytes · __thiscall

_ZN16CTerrorGameRules25IncrementVersusDefibsUsedEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::IncrementVersusDefibsUsed() */

void __thiscall CTerrorGameRules::IncrementVersusDefibsUsed(CTerrorGameRules *this)

{
  int iVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  int local_20 [4];
  
  cVar2 = HasPlayerControlledZombies();
  iVar4 = 0;
  if (cVar2 != '\0') {
    iVar4 = GetVersusTeamFor(2);
    iVar4 = iVar4 + -1;
  }
  iVar4 = iVar4 * 4;
  iVar1 = *(int *)(this + iVar4 + 0x434);
  local_20[0] = iVar1 + 1;
  iVar3 = memcmp(this + iVar4 + 0x434,local_20,4);
  if (iVar3 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + iVar4 + 0x434) = iVar1 + 1;
  }
  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)