COuttroStats::CalcSkipState
0x00686e10 · 209 bytes · __thiscall
_ZN12COuttroStats13CalcSkipStateERiS0_
Decompiled
undefined (3 params)
/* COuttroStats::CalcSkipState(int&, int&) */
void __thiscall COuttroStats::CalcSkipState(COuttroStats *this,int *param_1,int *param_2)
{
char cVar1;
CBaseEntity *this_00;
int iVar2;
int iVar3;
iVar3 = 1;
*param_1 = 0;
*param_2 = 0;
if (0 < *(int *)(gpGlobals + 0x14)) {
do {
while (((((this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this_00 == (CBaseEntity *)0x0
|| (cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00), cVar1 == '\0')) ||
(*(int *)(this_00 + 0x1f6c) == 2)) ||
((cVar1 = (**(code **)(*(int *)this_00 + 0x778))(this_00), cVar1 != '\0' ||
(((iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 != 2 &&
(iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 != 3)) &&
(iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 != 1)))))) ||
(*param_2 = *param_2 + 1, this_00[0x3fc0] == (CBaseEntity)0x0))) {
iVar3 = iVar3 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar3) {
return;
}
}
iVar3 = iVar3 + 1;
*param_1 = *param_1 + 1;
} while (iVar3 <= *(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.