L L4D2node

COuttroStats::InputRollCredits

0x006866c0 · 108 bytes · __cdecl

_ZN12COuttroStats16InputRollCreditsER11inputdata_t

Decompiled

undefined (1 param)

/* COuttroStats::InputRollCredits(inputdata_t&) */

void COuttroStats::InputRollCredits(inputdata_t *param_1)

{
  char cVar1;
  undefined **local_2c [8];
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 != '\0') {
    return;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 006866f5 to 006866f9 has its CatchHandler @ 00686734 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
                    /* try { // try from 00686704 to 00686708 has its CatchHandler @ 00686746 */
  CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
                    /* try { // try from 00686714 to 0068671d has its CatchHandler @ 0068675f */
  UserMessageBegin((IRecipientFilter *)local_2c,"creditsMsg");
  MessageEnd();
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)