CL4DGameStats::FindOrCreateStatReport
0x008e0cb0 · 230 bytes · __thiscall
_ZN13CL4DGameStats22FindOrCreateStatReportEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CL4DGameStats::FindOrCreateStatReport(CTerrorPlayer*) */
int * __thiscall CL4DGameStats::FindOrCreateStatReport(CL4DGameStats *this,CTerrorPlayer *param_1)
{
undefined4 *puVar1;
int *piVar2;
int iVar3;
int iVar4;
L4D_PlayerStatData *local_10 [2];
if (param_1 == (CTerrorPlayer *)0x0) {
local_10[0] = (L4D_PlayerStatData *)0x0;
}
else {
local_10[0] = (L4D_PlayerStatData *)0x0;
iVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
if (CL4D_GameStats._916_2_ != -1) {
puVar1 = (undefined4 *)(CL4D_GameStats._904_4_ + (uint)(ushort)CL4D_GameStats._916_2_ * 8);
piVar2 = (int *)*puVar1;
iVar4 = *piVar2;
while( true ) {
if (iVar4 == iVar3) {
return piVar2;
}
if (*(ushort *)((int)puVar1 + 6) == 0xffff) break;
puVar1 = (undefined4 *)(CL4D_GameStats._904_4_ + (uint)*(ushort *)((int)puVar1 + 6) * 8);
piVar2 = (int *)*puVar1;
iVar4 = *piVar2;
}
}
if (local_10[0] == (L4D_PlayerStatData *)0x0) {
local_10[0] = ::operator_new(0xa8);
iVar4 = 0;
do {
*(undefined4 *)(local_10[0] + iVar4 * 4 + 8) = 0;
iVar4 = iVar4 + 1;
} while (iVar4 != 0x28);
*(int *)(local_10[0] + 4) = 0;
iVar4 = 0;
do {
*(undefined4 *)(local_10[0] + iVar4 * 4 + 8) = 0;
iVar4 = iVar4 + 1;
} while (iVar4 != 0x28);
*(int *)local_10[0] = iVar3;
CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
::InsertBefore((CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
*)(CL4D_GameStats + 0x388),0xffff,local_10);
}
}
return (int *)local_10[0];
}
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.