CDirectorScavengeMode::IncrementScavengeTeamScoreNonVirtual
0x008b2dc0 · 413 bytes · __cdecl
_ZN21CDirectorScavengeMode36IncrementScavengeTeamScoreNonVirtualEi
Decompiled
undefined (1 param)
/* CDirectorScavengeMode::IncrementScavengeTeamScoreNonVirtual(int) */
void CDirectorScavengeMode::IncrementScavengeTeamScoreNonVirtual(int param_1)
{
CTerrorGameRules *pCVar1;
char cVar2;
CTerrorGameRules *this;
int iVar3;
int iVar4;
longdouble lVar5;
longdouble lVar6;
cVar2 = CTerrorGameRules::IsScavengeMode();
if (cVar2 != '\0') {
iVar3 = *(int *)(TheDirector + 0x3a0);
*(int *)(TheDirector + 0x3a0) = iVar3 + -1;
CTerrorGameRules::SetScavengeItemsRemaining(g_pGameRules,iVar3 + -1);
pCVar1 = g_pGameRules;
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(gpGlobals + 0xc);
this = (CTerrorGameRules *)0x0;
if (pCVar1 != (CTerrorGameRules *)0x0) {
lVar5 = (longdouble)
CDirector::GetScriptValue
(TheDirector,"ScavengeScoreBonusTime",
*(float *)(scavenge_score_bonus_time._28_4_ + 0x2c));
lVar6 = (longdouble)CTerrorGameRules::GetRemainingAccumulatedTime(g_pGameRules);
if ((float)lVar6 <= 0.0) {
CTerrorGameRules::ClearAccumulatedTime(g_pGameRules);
lVar6 = (longdouble)CTerrorGameRules::GetRoundDuration(g_pGameRules,2);
CTerrorGameRules::AccumulateTime(g_pGameRules,(float)lVar6 + (float)lVar5);
}
else {
CTerrorGameRules::AccumulateTime(g_pGameRules,(float)lVar5);
}
*(undefined4 *)(param_1 + 0x28) = 0;
this = g_pGameRules;
}
iVar3 = CTerrorGameRules::GetScavengeTeamScore(this,2,-1);
iVar4 = CTerrorGameRules::GetScavengeTeamScore(g_pGameRules,3,-1);
if (iVar3 == iVar4) {
iVar3 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"scavenge_score_tied",0,0);
if (iVar3 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar3,0);
}
}
}
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.