L L4D2node

PlayerReport::ApplyShotResult

0x008fd820 · 64 bytes · __thiscall

_ZN12PlayerReport15ApplyShotResultEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* PlayerReport::ApplyShotResult(CTerrorPlayer*) */

void __thiscall PlayerReport::ApplyShotResult(PlayerReport *this,CTerrorPlayer *param_1)

{
  if (this[900] != (PlayerReport)0x0) {
    *(int *)(this + 0x34c) = *(int *)(this + 0x34c) + 1;
    *(int *)(param_1 + 0x3988) = *(int *)(param_1 + 0x3988) + 1;
    if (this[0x385] != (PlayerReport)0x0) {
      *(int *)(this + 0x350) = *(int *)(this + 0x350) + 1;
    }
  }
  this[900] = (PlayerReport)0x0;
  this[0x385] = (PlayerReport)0x0;
  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)