UTIL_AwardMoneyToTeam
0x0065b5e0 · 119 bytes · __cdecl
_Z21UTIL_AwardMoneyToTeamiiP11CBaseEntity
Decompiled
undefined (3 params)
/* UTIL_AwardMoneyToTeam(int, int, CBaseEntity*) */
void UTIL_AwardMoneyToTeam(int param_1,int param_2,CBaseEntity *param_3)
{
CBaseEntity *this;
int iVar1;
int iVar2;
iVar2 = 1;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
while (((this = (CBaseEntity *)UTIL_PlayerByIndex(iVar2), this == (CBaseEntity *)0x0 ||
(iVar1 = CBaseEntity::GetTeamNumber(this), iVar1 != param_2)) || (this == param_3))) {
iVar2 = iVar2 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar2) {
return;
}
}
iVar2 = iVar2 + 1;
CCSPlayer::AddAccount((int)this,SUB41(param_1,0));
} while (iVar2 <= *(int *)(gpGlobals + 0x14));
}
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.