L L4D2node

CL4DGameStats::GatherPlayerZombieDamages

0x008df070 · 579 bytes · __thiscall

_ZN13CL4DGameStats25GatherPlayerZombieDamagesEv

Decompiled

undefined (1 param)

/* CL4DGameStats::GatherPlayerZombieDamages() */

void __thiscall CL4DGameStats::GatherPlayerZombieDamages(CL4DGameStats *this)

{
  int iVar1;
  
  if (g_pGameRules != (int *)0x0) {
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,1,0);
    *(int *)(this + 0x450) = *(int *)(this + 0x450) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,2,0);
    *(int *)(this + 0x454) = *(int *)(this + 0x454) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,3,0);
    *(int *)(this + 0x458) = *(int *)(this + 0x458) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,5,0);
    *(int *)(this + 0x460) = *(int *)(this + 0x460) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,4,0);
    *(int *)(this + 0x464) = *(int *)(this + 0x464) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,6,0);
    *(int *)(this + 0x468) = *(int *)(this + 0x468) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,8,0);
    *(int *)(this + 0x45c) = *(int *)(this + 0x45c) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,1,1);
    *(int *)(this + 0x46c) = *(int *)(this + 0x46c) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,2,1);
    *(int *)(this + 0x470) = *(int *)(this + 0x470) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,3,1);
    *(int *)(this + 0x474) = *(int *)(this + 0x474) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,5,1);
    *(int *)(this + 0x47c) = *(int *)(this + 0x47c) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,4,1);
    *(int *)(this + 0x480) = *(int *)(this + 0x480) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,6,1);
    *(int *)(this + 0x484) = *(int *)(this + 0x484) + iVar1;
    iVar1 = (**(code **)(*g_pGameRules + 0x2dc))(g_pGameRules,8,1);
    *(int *)(this + 0x478) = *(int *)(this + 0x478) + iVar1;
                    /* WARNING: Could not recover jumptable at 0x008df2ab. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pGameRules + 0x2e0))();
    return;
  }
  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)