CSharpshooterAwardTemplate::CheckAndAwardSharpshooter
0x0085e4a0 · 148 bytes · __thiscall
_ZN26CSharpshooterAwardTemplate25CheckAndAwardSharpshooterEv
Decompiled
undefined (1 param)
/* CSharpshooterAwardTemplate::CheckAndAwardSharpshooter() */
void __thiscall
CSharpshooterAwardTemplate::CheckAndAwardSharpshooter(CSharpshooterAwardTemplate *this)
{
float fVar1;
CAwardTemplate::GetOwner((CAwardTemplate *)this);
if ((*(int *)(this + 0x10) < 0x32) ||
(fVar1 = (float)*(int *)(this + 0x14) / (float)*(int *)(this + 0x10), fVar1 < 0.75)) {
this[0x1c] = (CSharpshooterAwardTemplate)0x1;
this[0x1d] = (CSharpshooterAwardTemplate)0x1;
}
else if (fVar1 < 0.9) {
(**(code **)(*(int *)this + 0x14))(this,10,0);
this[0x1d] = (CSharpshooterAwardTemplate)0x1;
}
else {
(**(code **)(*(int *)this + 0x14))(this,0xb);
}
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0xbf800000;
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.