L L4D2node

CTerrorGameRules::IncrementScavengeTeamScore

0x005082b0 · 144 bytes · __thiscall

_ZN16CTerrorGameRules26IncrementScavengeTeamScoreEi

Decompiled

undefined (2 params)

/* CTerrorGameRules::IncrementScavengeTeamScore(int) */

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

{
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int local_20 [4];
  
  if (1 < param_1) {
    iVar2 = 1;
    if (0 < *(int *)(this + 0x450)) {
      iVar2 = *(int *)(this + 0x450);
    }
    cVar1 = HasPlayerControlledZombies();
    iVar4 = 0;
    if (cVar1 != '\0') {
      iVar4 = GetVersusTeamFor(param_1);
      iVar4 = iVar4 + -1;
    }
    iVar4 = (iVar2 * 2 + -2 + iVar4) * 4;
    iVar2 = *(int *)(this + iVar4 + 0x3ac);
    local_20[0] = iVar2 + 1;
    iVar3 = memcmp(this + iVar4 + 0x3ac,local_20,4);
    if (iVar3 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + iVar4 + 0x3ac) = 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)