L L4D2node

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 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)