L L4D2node

CBasePlayer::AddPoints

0x007ad530 · 71 bytes · __thiscall

_ZN11CBasePlayer9AddPointsEib

Decompiled

undefined (3 params)

/* CBasePlayer::AddPoints(int, bool) */

void __thiscall CBasePlayer::AddPoints(CBasePlayer *this,int param_1,bool param_2)

{
  int iVar1;
  
  if ((-1 < param_1) || (param_2)) {
    iVar1 = *(int *)(this + 0x1f5c);
  }
  else {
    iVar1 = *(int *)(this + 0x1f5c);
    if (iVar1 < 0) {
      return;
    }
    if (iVar1 < -param_1) {
      param_1 = -iVar1;
    }
  }
  *(int *)(this + 0x1f5c) = param_1 + iVar1;
  *(int *)(this + 0x1ca8) = param_1 + iVar1;
  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)