CGameScore::Use
0x006f2240 · 136 bytes · __cdecl
_ZN10CGameScore3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CGameScore::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CGameScore::Use(int param_1,CBaseEntity *param_2_00)
{
CBaseEntity *pCVar1;
char cVar2;
bool param_2;
pCVar1 = _param_2;
if ((*(int *)(param_1 + 0x440) != 0) &&
(cVar2 = UTIL_IsMasterTriggered(*(undefined4 *)(param_1 + 0x440),_param_2), cVar2 == '\0')) {
return;
}
cVar2 = (**(code **)(*(int *)_param_2 + 0x16c))(_param_2);
if (cVar2 == '\0') {
return;
}
if ((*(uint *)(param_1 + 0x148) & 2) != 0) {
param_2 = SUB41(*(undefined4 *)(param_1 + 0x444),0);
CBaseEntity::AddPointsToTeam((int)pCVar1,param_2);
return;
}
CBaseEntity::AddPoints
(_param_2,*(int *)(param_1 + 0x444),(bool)((byte)*(uint *)(param_1 + 0x148) & 1));
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.