L L4D2node

L4D_Stat_SurvivorStat::ExtractStats

0x008df7b0 · 148 bytes · __thiscall

_ZN21L4D_Stat_SurvivorStat12ExtractStatsER13CTerrorPlayer

Decompiled

undefined (2 params)

/* L4D_Stat_SurvivorStat::ExtractStats(CTerrorPlayer&) */

void __thiscall
L4D_Stat_SurvivorStat::ExtractStats(L4D_Stat_SurvivorStat *this,CTerrorPlayer *param_1)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
  *(undefined4 *)this = uVar1;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 0x3900);
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 0x3904);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(param_1 + 0x3940);
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(param_1 + 0x3950);
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_1 + 0x3974);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x3938);
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(param_1 + 0x2d98);
  iVar2 = (int)*(float *)(param_1 + 0x2d50);
  if (iVar2 < 0) {
    iVar2 = 0;
  }
  *(int *)(this + 0x3c) = iVar2;
  iVar2 = 0;
  if (-1 < (int)*(float *)(param_1 + 0x2d54)) {
    iVar2 = (int)*(float *)(param_1 + 0x2d54);
  }
  *(int *)(this + 0x40) = iVar2;
  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)