L L4D2node

CTerrorGameRules::CalculateSurvivalMultiplier

0x00509720 · 159 bytes · __thiscall

_ZN16CTerrorGameRules27CalculateSurvivalMultiplierEb

Decompiled

undefined (2 params)

/* CTerrorGameRules::CalculateSurvivalMultiplier(bool) */

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

{
  char cVar1;
  int iVar2;
  int iVar3;
  SurvivorMultiplierCounter local_14 [4];
  int local_10;
  
  if (!param_1) {
    SetVersusSurvivalMultiplier(this,2,0);
    return;
  }
  cVar1 = CDirector::IsFinale(TheDirector);
  if (cVar1 != '\0') {
    iVar2 = 0;
    iVar3 = 0;
    do {
      iVar3 = (iVar3 + 1) - (uint)(this[iVar2 + 0x424] == (CTerrorGameRules)0x0);
      iVar2 = iVar2 + 1;
    } while (iVar2 != 4);
    SetVersusSurvivalMultiplier(this,2,iVar3);
    return;
  }
  local_10 = 0;
  ForEachTerrorPlayer<SurvivorMultiplierCounter>(local_14);
  SetVersusSurvivalMultiplier(this,2,local_10);
  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)