CL4DGameStats::AddStuckPlayerData
0x008e04c0 · 136 bytes · __thiscall
_ZN13CL4DGameStats18AddStuckPlayerDataEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CL4DGameStats::AddStuckPlayerData(CTerrorPlayer*) */
void __thiscall CL4DGameStats::AddStuckPlayerData(CL4DGameStats *this,CTerrorPlayer *param_1)
{
int iVar1;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
if (param_1 != (CTerrorPlayer *)0x0) {
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar1 == 3) {
local_20 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
local_2c = *(undefined4 *)(param_1 + 0x2e0);
local_28 = *(undefined4 *)(param_1 + 0x2e4);
local_24 = *(undefined4 *)(param_1 + 0x2e8);
CUtlVector<L4D2_StuckPosition_Data,CUtlMemory<L4D2_StuckPosition_Data,int>>::InsertBefore
((CUtlVector<L4D2_StuckPosition_Data,CUtlMemory<L4D2_StuckPosition_Data,int>> *)
(this + 0x4b0),*(int *)(this + 0x4bc),(L4D2_StuckPosition_Data *)&local_2c);
return;
}
}
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.