L L4D2node

CTerrorGameRules::InitVersusCompletionScore

0x00508d20 · 86 bytes · __thiscall

_ZN16CTerrorGameRules25InitVersusCompletionScoreEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::InitVersusCompletionScore() */

void __thiscall CTerrorGameRules::InitVersusCompletionScore(CTerrorGameRules *this)

{
  char cVar1;
  KeyValues *this_00;
  uint uVar2;
  
  cVar1 = IsVersusMode();
  if (cVar1 != '\0') {
    this_00 = (KeyValues *)GetMissionCurrentMap((KeyValues **)0x0);
    if (this_00 != (KeyValues *)0x0) {
      uVar2 = KeyValues::GetInt(this_00,"VersusCompletionScore",400);
      if ((uVar2 & 3) != 0) {
        *(uint *)(this + 0xdfc) = uVar2 & 0xfffffffc;
        return;
      }
      *(uint *)(this + 0xdfc) = uVar2;
      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)