L L4D2node

CTerrorGameRules::UpdateChapterScores

0x00508090 · 135 bytes · __thiscall

_ZN16CTerrorGameRules19UpdateChapterScoresEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::UpdateChapterScores() */

void __thiscall CTerrorGameRules::UpdateChapterScores(CTerrorGameRules *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int local_20 [4];
  
  iVar1 = *(int *)(this + 0x39c);
  iVar2 = *(int *)(this + 0x38c);
  local_20[0] = iVar1 + iVar2;
  iVar3 = memcmp(this + 0x39c,local_20,4);
  if (iVar3 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + 0x39c) = iVar1 + iVar2;
  }
  iVar1 = *(int *)(this + 0x3a0);
  iVar2 = *(int *)(this + 0x390);
  local_20[0] = iVar1 + iVar2;
  iVar3 = memcmp(this + 0x3a0,local_20,4);
  if (iVar3 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + 0x3a0) = iVar1 + iVar2;
  }
  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)