L L4D2node

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 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)