L L4D2node

CTerrorGameRules::IncrementTeamScore

0x00507fe0 · 99 bytes · __thiscall

_ZN16CTerrorGameRules18IncrementTeamScoreEi

Decompiled

undefined (2 params)

/* CTerrorGameRules::IncrementTeamScore(int) */

void __thiscall CTerrorGameRules::IncrementTeamScore(CTerrorGameRules *this,int param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int local_10;
  
  if (0 < param_1) {
    iVar1 = param_1 * 4;
    iVar2 = *(int *)(this + iVar1 + 0x388);
    local_10 = iVar2 + 1;
    iVar3 = memcmp(this + iVar1 + 0x388,&local_10,4);
    if (iVar3 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + iVar1 + 0x388) = iVar2 + 1;
      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)