CBaseMultiplayerPlayer::EscortScoringThink
0x0062c920 · 341 bytes · __thiscall
_ZN22CBaseMultiplayerPlayer18EscortScoringThinkEv
Decompiled
undefined (1 param)
/* CBaseMultiplayerPlayer::EscortScoringThink() */
void __thiscall CBaseMultiplayerPlayer::EscortScoringThink(CBaseMultiplayerPlayer *this)
{
int *piVar1;
int iVar2;
int iVar3;
float fVar4;
float fVar5;
undefined1 local_24 [20];
fVar4 = *(float *)(this + 0x236c) + 0.1;
*(float *)(this + 0x236c) = fVar4;
piVar1 = gameeventmanager;
if (0.0 < *(float *)(this + 0x2370)) {
iVar3 = 0;
fVar5 = 1.0 / *(float *)(this + 0x2370);
if (fVar5 <= fVar4) {
do {
fVar4 = fVar4 - fVar5;
iVar3 = iVar3 + 1;
} while (fVar5 <= fVar4);
*(float *)(this + 0x236c) = fVar4;
piVar1 = (int *)(**(code **)(*piVar1 + 0x1c))(piVar1,"player_escort_score",0,0);
if (piVar1 != (int *)0x0) {
if (*(int *)(this + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
(**(code **)(*piVar1 + 0x30))(piVar1,"player",iVar2);
(**(code **)(*piVar1 + 0x30))(piVar1,"points",iVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar1,1);
}
}
}
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)EscortScoringThink);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.