L L4D2node

CTerrorGameRules::GetScavengeTeamScore

0x005083f0 · 90 bytes · __thiscall

_ZN16CTerrorGameRules20GetScavengeTeamScoreEii

Decompiled

undefined (3 params)

/* CTerrorGameRules::GetScavengeTeamScore(int, int) */

undefined4 __thiscall
CTerrorGameRules::GetScavengeTeamScore(CTerrorGameRules *this,int param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar2 = 0;
  if (1 < param_1) {
    cVar1 = HasPlayerControlledZombies();
    iVar3 = 0;
    if (cVar1 != '\0') {
      iVar3 = GetVersusTeamFor(param_1);
      iVar3 = iVar3 + -1;
    }
    if (param_2 < 1) {
      param_2 = 1;
      if (0 < *(int *)(this + 0x450)) {
        param_2 = *(int *)(this + 0x450);
      }
    }
    uVar2 = *(undefined4 *)(this + (iVar3 + -2 + param_2 * 2) * 4 + 0x3ac);
  }
  return uVar2;
}

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)