L L4D2node

CDirector::IncrementScavengeTeamScore

0x00875360 · 132 bytes · __thiscall

_ZN9CDirector26IncrementScavengeTeamScoreEiP11CBaseEntity

Decompiled

undefined (3 params)

/* CDirector::IncrementScavengeTeamScore(int, CBaseEntity*) */

void __thiscall
CDirector::IncrementScavengeTeamScore(CDirector *this,int param_1,CBaseEntity *param_2)

{
  char cVar1;
  undefined4 *puVar2;
  
  cVar1 = CTerrorGameRules::IsScavengeMode();
  if ((cVar1 == '\0') || (*(char *)(*(int *)(this + 0x644) + 8) != '\0')) {
    if (g_pGameRules != (CTerrorGameRules *)0x0) {
      CTerrorGameRules::IncrementScavengeTeamScore(g_pGameRules,param_1);
    }
    OnIncrementTeamScore();
    CDirectorScavengeMode::IncrementScavengeTeamScoreNonVirtual(*(int *)(this + 0x644));
    if (param_2 == (CBaseEntity *)0x0) {
      *(undefined4 *)(this + 0x3a4) = 0xffffffff;
      return;
    }
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_2 + 0xc))(param_2,param_1);
    *(undefined4 *)(this + 0x3a4) = *puVar2;
  }
  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)