L L4D2node

CBaseTeamObjectiveResource::StartCap

0x0083b870 · 204 bytes · __thiscall

_ZN26CBaseTeamObjectiveResource8StartCapEii

Decompiled

undefined (3 params)

/* CBaseTeamObjectiveResource::StartCap(int, int) */

void __thiscall
CBaseTeamObjectiveResource::StartCap(CBaseTeamObjectiveResource *this,int param_1,int param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  
  iVar4 = param_2;
  iVar2 = param_1 * 4;
  if (*(int *)(this + iVar2 + 0xe9c) != param_2) {
    iVar3 = memcmp(this + iVar2 + 0xe9c,&param_2,4);
    if (iVar3 == 0) {
      uVar5 = *(uint *)(this + 0x450) + 1 & 0x3f;
      if (*(uint *)(this + 0x450) == uVar5) {
        return;
      }
    }
    else {
      if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
      }
      *(int *)(this + iVar2 + 0xe9c) = iVar4;
      uVar5 = *(uint *)(this + 0x450) + 1 & 0x3f;
      if (*(uint *)(this + 0x450) == uVar5) {
        return;
      }
    }
    if (this[0x6c] == (CBaseTeamObjectiveResource)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
      *(uint *)(this + 0x450) = uVar5;
    }
    else {
      this[0x70] = (CBaseTeamObjectiveResource)((byte)this[0x70] | 1);
      *(uint *)(this + 0x450) = uVar5;
    }
  }
  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)