L L4D2node

CTerrorPlayer::UpdateSurvivalRecordTime

0x009aa170 · 66 bytes · __thiscall

_ZN13CTerrorPlayer24UpdateSurvivalRecordTimeEf

Decompiled

undefined (2 params)

/* CTerrorPlayer::UpdateSurvivalRecordTime(float) */

void __thiscall CTerrorPlayer::UpdateSurvivalRecordTime(CTerrorPlayer *this,float param_1)

{
  CTerrorGameRules *this_00;
  undefined4 uVar1;
  bool bVar2;
  
  this_00 = g_pGameRules;
  if (param_1 <= *(float *)(this + 0x3ff4)) {
    param_1 = *(float *)(this + 0x3ff4);
  }
  bVar2 = g_pGameRules != (CTerrorGameRules *)0x0;
  *(float *)(this + 0x3ff4) = param_1;
  if (bVar2) {
    uVar1 = CTerrorGameRules::GetSurvivalMedalForTime(this_00,param_1);
    *(undefined4 *)(this + 0x3ff8) = uVar1;
  }
  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)