L L4D2node

CL4DGameStats::IncrementStatForSurvivor

0x008e0da0 · 74 bytes · __thiscall

_ZN13CL4DGameStats24IncrementStatForSurvivorEP13CTerrorPlayerii

Decompiled

undefined (4 params)

/* CL4DGameStats::IncrementStatForSurvivor(CTerrorPlayer*, int, int) */

void __thiscall
CL4DGameStats::IncrementStatForSurvivor
          (CL4DGameStats *this,CTerrorPlayer *param_1,int param_2,int param_3)

{
  int *piVar1;
  int iVar2;
  
  if (param_1 != (CTerrorPlayer *)0x0) {
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if ((iVar2 == 2) && ((uint)param_2 < 0x28)) {
      iVar2 = FindOrCreateStatReport(this,param_1);
      if (iVar2 != 0) {
        piVar1 = (int *)(iVar2 + 8 + param_2 * 4);
        *piVar1 = *piVar1 + param_3;
        return;
      }
    }
  }
  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)