L L4D2node

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 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)