CTerrorPlayer::GetCurrentStats
0x009ad730 · 121 bytes · __cdecl
_ZNK13CTerrorPlayer15GetCurrentStatsEi
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetCurrentStats(int) const */
void CTerrorPlayer::GetCurrentStats(int param_1)
{
undefined4 uVar1;
int iVar2;
int in_stack_00000008;
int in_stack_0000000c;
if (5 < in_stack_0000000c) {
in_stack_0000000c = 0;
}
iVar2 = in_stack_0000000c * 0x34 + in_stack_00000008;
*(undefined4 *)param_1 = *(undefined4 *)(iVar2 + 0x2f78);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar2 + 0x2f7c);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(iVar2 + 0x2f80);
*(undefined4 *)(param_1 + 0xc) = *(undefined4 *)(iVar2 + 0x2f84);
*(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(iVar2 + 0x2f88);
*(undefined4 *)(param_1 + 0x14) = *(undefined4 *)(iVar2 + 0x2f8c);
*(undefined4 *)(param_1 + 0x18) = *(undefined4 *)(iVar2 + 0x2f90);
*(undefined4 *)(param_1 + 0x1c) = *(undefined4 *)(iVar2 + 0x2f94);
*(undefined4 *)(param_1 + 0x20) = *(undefined4 *)(iVar2 + 0x2f98);
*(undefined4 *)(param_1 + 0x24) = *(undefined4 *)(iVar2 + 0x2f9c);
*(undefined4 *)(param_1 + 0x28) = *(undefined4 *)(iVar2 + 0x2fa0);
uVar1 = *(undefined4 *)(iVar2 + 0x2fa8);
*(undefined4 *)(param_1 + 0x2c) = *(undefined4 *)(iVar2 + 0x2fa4);
*(undefined4 *)(param_1 + 0x30) = uVar1;
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.