L L4D2node

CTerrorGameRules::RecomputeTeamScores

0x005089f0 · 334 bytes · __thiscall

_ZN16CTerrorGameRules19RecomputeTeamScoresEb

Decompiled

undefined (2 params)

/* WARNING: Type propagation algorithm not settling */
/* CTerrorGameRules::RecomputeTeamScores(bool) */

void __thiscall CTerrorGameRules::RecomputeTeamScores(CTerrorGameRules *this,bool param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  uint local_34;
  int local_30;
  int local_24 [5];
  
  if (*(char *)(*(int *)(TheDirector + 0x63c) + 4) != '\0') {
    iVar2 = RecomputeVersusCompletion(this,param_1);
    if (*(int *)(this + 0x428) < iVar2) {
      *(int *)(this + 0x428) = iVar2;
    }
    iVar3 = GetVersusSurvivalMultiplier(this,2);
    iVar2 = *(int *)(vs_survival_bonus._28_4_ + 0x30);
    iVar4 = GetVersusDefibsUsed(this,2);
    iVar2 = (iVar3 * iVar2 + *(int *)(this + 0x428)) -
            iVar4 * *(int *)(vs_defib_penalty._28_4_ + 0x30);
    if (iVar2 < 0) {
      iVar2 = 0;
    }
    local_24[0] = iVar2;
    cVar1 = HasPlayerControlledZombies();
    local_34 = 1;
    local_30 = 0;
    if (cVar1 != '\0') {
      local_30 = GetVersusTeamFor(2);
      local_30 = local_30 + -1;
      local_34 = (uint)(local_30 == 0);
    }
    iVar3 = memcmp(this + local_30 * 4 + 0x38c,local_24,4);
    if (iVar3 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + local_30 * 4 + 0x38c) = iVar2;
    }
    local_24[1] = 0;
    iVar2 = memcmp(this + local_34 * 4 + 0x38c,local_24 + 1,4);
    if (iVar2 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + local_34 * 4 + 0x38c) = 0;
      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)