L L4D2node

CTerrorGameRules::ClearScavengeScores

0x00507e30 · 419 bytes · __thiscall

_ZN16CTerrorGameRules19ClearScavengeScoresEb

Decompiled

undefined (2 params)

/* CTerrorGameRules::ClearScavengeScores(bool) */

void __thiscall CTerrorGameRules::ClearScavengeScores(CTerrorGameRules *this,bool param_1)

{
  int iVar1;
  CTerrorGameRules *__s1;
  int iVar2;
  undefined4 local_20 [4];
  
  iVar2 = 0;
  do {
    local_20[0] = 0;
    iVar1 = memcmp(this + iVar2 + 0x3ac,local_20,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar2 + 0x3ac) = 0;
    }
    iVar2 = iVar2 + 4;
  } while (iVar2 != 0x28);
  iVar2 = 5;
  __s1 = this + 0x458;
  do {
    local_20[0] = 0;
    iVar1 = memcmp(__s1,local_20,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)__s1 = 0;
    }
    __s1 = __s1 + 4;
    iVar2 = iVar2 + -1;
  } while (iVar2 != 0);
  local_20[0] = 0;
  iVar2 = memcmp(this + 0x3dc,local_20,4);
  if (iVar2 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x3dc) = 0;
  }
  local_20[0] = 0;
  iVar2 = memcmp(this + 0x3e0,local_20,4);
  if (iVar2 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x3e0) = 0;
  }
  if (param_1) {
    local_20[0] = 0;
    iVar2 = memcmp(this + 0x3d4,local_20,4);
    if (iVar2 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + 0x3d4) = 0;
    }
    local_20[0] = 0;
    iVar2 = memcmp(this + 0x3d8,local_20,4);
    if (iVar2 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + 0x3d8) = 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)