L L4D2node

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 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)