L L4D2node

CL4DGameStats::UpdateValidGamePlayCheck

0x008e0800 · 295 bytes · __thiscall

_ZN13CL4DGameStats24UpdateValidGamePlayCheckEv

Decompiled

undefined (1 param)

/* CL4DGameStats::UpdateValidGamePlayCheck() */

void __thiscall CL4DGameStats::UpdateValidGamePlayCheck(CL4DGameStats *this)

{
  int *piVar1;
  char cVar2;
  byte bVar3;
  int iVar4;
  int iVar5;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  int local_30 [8];
  
  local_30[0] = 0;
  local_30[1] = 0;
  local_30[2] = 0;
  local_30[3] = 0;
  local_30[4] = 0;
  local_40 = 2;
  local_3c = 3;
  local_38 = 3;
  local_34 = 9;
                    /* try { // try from 008e0851 to 008e08d6 has its CatchHandler @ 008e092c */
  ForEachTerrorPlayer<PlayerCollector>((PlayerCollector *)&local_40);
  if (local_30[3] < 1) {
    iVar5 = 0;
  }
  else {
    iVar4 = 0;
    iVar5 = 0;
    do {
      piVar1 = *(int **)(local_30[0] + iVar4 * 4);
      cVar2 = (**(code **)(*piVar1 + 0x778))(piVar1);
      iVar5 = iVar5 + (uint)(cVar2 == '\0');
      iVar4 = iVar4 + 1;
    } while (iVar4 < local_30[3]);
  }
  iVar4 = *(int *)(this + 0x78);
  if ((((90.0 <= (double)iVar4) && (0x1d < *(int *)(this + 0x3a8))) && (0 < iVar5)) ||
     (*(int *)(l4d_stats_nogameplaycheck._28_4_ + 0x30) != 0)) {
    this[0x3ac] = (CL4DGameStats)0x1;
  }
  if (engine != (int *)0x0) {
    bVar3 = (**(code **)(*engine + 8))(engine);
    this[0x3ac] = (CL4DGameStats)((byte)this[0x3ac] | bVar3);
    bVar3 = (**(code **)(*engine + 0x1f8))(engine);
    this[0x3ac] = (CL4DGameStats)((byte)this[0x3ac] | bVar3);
    iVar4 = *(int *)(this + 0x78);
  }
  if (iVar4 == 0) {
    this[0x3ac] = (CL4DGameStats)0x0;
  }
  local_30[3] = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
  local_30[4] = local_30[0];
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
  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)