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 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.