L L4D2node

CTongue::UpdateStats

0x00840540 · 165 bytes · __thiscall

_ZN7CTongue11UpdateStatsEv

Decompiled

undefined (1 param)

/* CTongue::UpdateStats() */

void __thiscall CTongue::UpdateStats(CTongue *this)

{
  uint uVar1;
  CTerrorPlayer *pCVar2;
  undefined *puVar3;
  
  if (*(int *)(this + 0x4ac) != 3) {
    uVar1 = *(uint *)(this + 0x44c);
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
       (pCVar2 = *(CTerrorPlayer **)(puVar3 + 4), pCVar2 != (CTerrorPlayer *)0x0)) {
      if (*(int *)(this + 0x570) != 8) {
        CTerrorPlayer::OnChokedSurvivor(pCVar2,*(int *)(this + 0x570));
        *(undefined4 *)(this + 0x56c) = 8;
        *(undefined4 *)(this + 0x570) = 8;
        return;
      }
      if (*(int *)(this + 0x56c) != 8) {
        CTerrorPlayer::OnPulledSurvivor(pCVar2,*(int *)(this + 0x56c));
        *(undefined4 *)(this + 0x56c) = 8;
        return;
      }
    }
  }
  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)