L L4D2node

CFriendlyFireAwardTemplate::SumIncidentTotals

0x008500c0 · 71 bytes · __thiscall

_ZN26CFriendlyFireAwardTemplate17SumIncidentTotalsEP14CUtlLinkedListI21CFriendlyFireIncidenttLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEEPiS8_

Decompiled

undefined (4 params)

/* CFriendlyFireAwardTemplate::SumIncidentTotals(CUtlLinkedList<CFriendlyFireIncident, unsigned
   short, false, unsigned short, CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident, unsigned
   short>, unsigned short> >*, int*, int*) */

void __thiscall
CFriendlyFireAwardTemplate::SumIncidentTotals
          (CFriendlyFireAwardTemplate *this,CUtlLinkedList *param_1,int *param_2,int *param_3)

{
  ushort uVar1;
  uint uVar2;
  
  *param_2 = 0;
  *param_3 = 0;
  uVar1 = *(ushort *)(param_1 + 0xc);
  while (uVar2 = (uint)uVar1, uVar2 != 0xffff) {
    *param_2 = *param_2 + 1;
    *param_3 = *param_3 + *(int *)(*(int *)param_1 + uVar2 * 0xc);
    uVar1 = *(ushort *)(*(int *)param_1 + 10 + uVar2 * 0xc);
  }
  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)