L L4D2node

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 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)