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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.