L L4D2node

CTerrorGameRules::RecomputeVersusCompletion

0x00508850 · 391 bytes · __thiscall

_ZN16CTerrorGameRules25RecomputeVersusCompletionEb

Decompiled

undefined (2 params)

/* CTerrorGameRules::RecomputeVersusCompletion(bool) */

int __thiscall CTerrorGameRules::RecomputeVersusCompletion(CTerrorGameRules *this,bool param_1)

{
  char cVar1;
  CTerrorPlayer *pCVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined4 uVar6;
  int iVar7;
  
  iVar7 = 0;
  iVar5 = 0;
  do {
    pCVar2 = (CTerrorPlayer *)CTerrorPlayer::GetPlayerByCharacter(iVar5);
    if ((pCVar2 == (CTerrorPlayer *)0x0) ||
       (cVar1 = (**(code **)(*(int *)pCVar2 + 300))(pCVar2), cVar1 == '\0')) {
      uVar6 = GetVersusCompletionPerCharacter(this,iVar5,2);
      SetVersusDeathDistancePerCharacter(this,iVar5,2,uVar6);
    }
    else {
      iVar3 = GetVersusCompletion(this,pCVar2);
      iVar4 = GetVersusCompletionPerCharacter(this,iVar5,2);
      if (iVar4 < iVar3) {
        SetVersusCompletionPerCharacter(this,iVar5,2,iVar3);
      }
      iVar3 = GetVersusDeathDistancePerCharacter(this,iVar5,2);
      if (iVar3 != -1) {
        SetVersusDeathDistancePerCharacter(this,iVar5,2,0xffffffff);
      }
    }
    if (param_1) {
      cVar1 = CDirector::IsFinale(TheDirector);
      if (cVar1 == '\0') {
        iVar3 = GetVersusSurvivalMultiplier(this,2);
        if (iVar3 == 0) goto LAB_00508991;
      }
      else if (this[iVar5 + 0x424] == (CTerrorGameRules)0x0) {
LAB_00508991:
        uVar6 = GetVersusCompletionPerCharacter(this,iVar5,2);
        SetVersusDeathDistancePerCharacter(this,iVar5,2,uVar6);
      }
    }
    iVar3 = iVar5 + 1;
    iVar5 = GetVersusCompletionPerCharacter(this,iVar5,2);
    iVar7 = iVar7 + iVar5;
    iVar5 = iVar3;
    if (iVar3 == 4) {
      return iVar7;
    }
  } while( true );
}

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)