CGameScore::InputApplyScore
0x006f1e70 · 146 bytes · __thiscall
_ZN10CGameScore15InputApplyScoreER11inputdata_t
Decompiled
undefined (2 params)
/* CGameScore::InputApplyScore(inputdata_t&) */
void __thiscall CGameScore::InputApplyScore(CGameScore *this,inputdata_t *param_1)
{
CBaseEntity *this_00;
char cVar1;
this_00 = *(CBaseEntity **)param_1;
if (this_00 != (CBaseEntity *)0x0) {
if ((*(int *)(this + 0x440) != 0) &&
(cVar1 = UTIL_IsMasterTriggered(*(undefined4 *)(this + 0x440),this_00), cVar1 == '\0')) {
return;
}
cVar1 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar1 != '\0') {
if ((*(uint *)(this + 0x148) & 2) == 0) {
CBaseEntity::AddPoints
(this_00,*(int *)(this + 0x444),(bool)((byte)*(uint *)(this + 0x148) & 1));
}
else {
CBaseEntity::AddPointsToTeam((int)this_00,SUB41(*(undefined4 *)(this + 0x444),0));
}
}
}
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.