CL4DGameStats::Init
0x008de590 · 1068 bytes · __thiscall
_ZN13CL4DGameStats4InitEv
Decompiled
undefined (1 param)
/* CL4DGameStats::Init() */
undefined4 __thiscall CL4DGameStats::Init(CL4DGameStats *this)
{
CL4DGameStats *pCVar1;
int *piVar2;
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
pCVar1 = this + 0x58;
gamestats = this;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"weapon_fire",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"infected_hurt",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_hurt",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"weapon_given",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"witch_harasser_set",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"revive_success",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"create_panic_event",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"survivor_rescued",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"item_pickup",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"achievement_earned",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"heal_success",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_bot_replace",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"bot_player_replace",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_team",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_incapacitated_start",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"award_earned",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"choke_stopped",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"pounce_stopped",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_spawn",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_now_it",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_first_spawn",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"map_transition",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"round_end",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"finale_vehicle_leaving",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"mission_lost",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"jockey_ride_end",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"adrenaline_used",1);
piVar2 = gameeventmanager;
this[0x60] = (CL4DGameStats)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"defibrillator_used",1);
return 1;
}
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.