L L4D2node

CTerrorGameRules::GetScavengeMatchScore

0x00508ba0 · 60 bytes · __thiscall

_ZN16CTerrorGameRules21GetScavengeMatchScoreEi

Decompiled

undefined (2 params)

/* CTerrorGameRules::GetScavengeMatchScore(int) */

undefined4 __thiscall CTerrorGameRules::GetScavengeMatchScore(CTerrorGameRules *this,int param_1)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  
  uVar2 = 0;
  if (1 < param_1) {
    cVar1 = HasPlayerControlledZombies();
    if (cVar1 == '\0') {
      uVar2 = *(undefined4 *)(this + 0x3d4);
    }
    else {
      iVar3 = GetVersusTeamFor(param_1);
      uVar2 = *(undefined4 *)(this + (iVar3 + -1) * 4 + 0x3d4);
    }
  }
  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)