L L4D2node

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 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)