L L4D2node

CTerrorGameRules::SetCampaignScores

0x00508ca0 · 110 bytes · __thiscall

_ZN16CTerrorGameRules17SetCampaignScoresEii

Decompiled

undefined (3 params)

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

void __thiscall CTerrorGameRules::SetCampaignScores(CTerrorGameRules *this,int param_1,int param_2)

{
  int iVar1;
  
  iVar1 = memcmp(this + 0x394,&param_1,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + 0x394) = param_1;
  }
  iVar1 = memcmp(this + 0x398,&param_2,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + 0x398) = param_2;
  }
  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)