CL4DGameStats::IncrementWeaponStat
0x008df010 · 94 bytes · __thiscall
_ZN13CL4DGameStats19IncrementWeaponStatEP13CTerrorPlayeriii
Decompiled
undefined (5 params)
/* CL4DGameStats::IncrementWeaponStat(CTerrorPlayer*, int, int, int) */
void __thiscall
CL4DGameStats::IncrementWeaponStat
(CL4DGameStats *this,CTerrorPlayer *param_1,int param_2,int param_3,int param_4)
{
uint uVar1;
if ((((param_1 != (CTerrorPlayer *)0x0) && (*(int *)(param_1 + 0x30) != 0)) &&
(uVar1 = (*(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) - 1, uVar1 < 0x20)) &&
(((uint)param_2 < 0x27 && ((uint)param_3 < 5)))) {
*(int *)(this + (param_3 + param_2 * 5) * 4 + 0x7c) =
*(int *)(this + (param_3 + param_2 * 5) * 4 + 0x7c) + param_4;
*(int *)(this + (uVar1 * 0xc3 + param_2 * 5 + param_3) * 4 + 0x5ec) =
*(int *)(this + (uVar1 * 0xc3 + param_2 * 5 + param_3) * 4 + 0x5ec) + param_4;
}
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.