CL4DGameStats::SpoofMapTransitionAndSendStats
0x008e0980 · 81 bytes · __thiscall
_ZN13CL4DGameStats30SpoofMapTransitionAndSendStatsEv
Decompiled
undefined (1 param)
/* CL4DGameStats::SpoofMapTransitionAndSendStats() */
void __thiscall CL4DGameStats::SpoofMapTransitionAndSendStats(CL4DGameStats *this)
{
int iVar1;
iVar1 = gpGlobals;
*(int *)(this + 0x78) =
*(int *)(this + 0x78) + ((int)*(float *)(gpGlobals + 0xc) - *(int *)(this + 0x74));
*(int *)(this + 0x74) = (int)*(float *)(iVar1 + 0xc);
UpdateValidGamePlayCheck(this);
(**(code **)(*(int *)this + 4))(this,0,0);
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.