CL4DGameStats::IncrementSpecialZombieBotDamageStats
0x008dffe0 · 175 bytes · __thiscall
_ZN13CL4DGameStats36IncrementSpecialZombieBotDamageStatsEP13CTerrorPlayeri
Decompiled
undefined (3 params)
/* CL4DGameStats::IncrementSpecialZombieBotDamageStats(CTerrorPlayer*, int) */
void __thiscall
CL4DGameStats::IncrementSpecialZombieBotDamageStats
(CL4DGameStats *this,CTerrorPlayer *param_1,int param_2)
{
char cVar1;
int iVar2;
undefined4 uVar3;
if (((param_1 != (CTerrorPlayer *)0x0) &&
(iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar2 == 3)) &&
(cVar1 = (**(code **)(*(int *)param_1 + 0x778))(param_1), cVar1 != '\0')) {
uVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
switch(uVar3) {
case 1:
*(int *)(this + 0x450) = *(int *)(this + 0x450) + param_2;
break;
case 2:
*(int *)(this + 0x454) = *(int *)(this + 0x454) + param_2;
break;
case 3:
*(int *)(this + 0x458) = *(int *)(this + 0x458) + param_2;
break;
case 4:
*(int *)(this + 0x464) = *(int *)(this + 0x464) + param_2;
break;
case 5:
*(int *)(this + 0x460) = *(int *)(this + 0x460) + param_2;
break;
case 6:
*(int *)(this + 0x468) = *(int *)(this + 0x468) + param_2;
break;
case 8:
*(int *)(this + 0x45c) = *(int *)(this + 0x45c) + param_2;
}
}
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.