L L4D2node

L4D_Stat_SurvivorStat::SaveStatsToKeyValue

0x008df880 · 105 bytes · __thiscall

_ZNK21L4D_Stat_SurvivorStat19SaveStatsToKeyValueEP9KeyValues

Decompiled

undefined (2 params)

/* L4D_Stat_SurvivorStat::SaveStatsToKeyValue(KeyValues*) const */

void __thiscall
L4D_Stat_SurvivorStat::SaveStatsToKeyValue(L4D_Stat_SurvivorStat *this,KeyValues *param_1)

{
  undefined **ppuVar1;
  int iVar2;
  char *pcVar3;
  int iVar4;
  
  iVar4 = 0;
  do {
    iVar2 = iVar4 * 4;
    ppuVar1 = &L4D_STATS::SurvivorDataTitle + iVar4;
    iVar4 = iVar4 + 1;
    KeyValues::SetInt(param_1,*ppuVar1,*(int *)(this + iVar2 + 8));
  } while (iVar4 != 0x28);
  pcVar3 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar3 = *(char **)(gpGlobals + 0x3c);
  }
  KeyValues::SetString(param_1,"MapID",pcVar3);
  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)