CMapReslistGenerator::RunFrame
0x0018bd60 · 402 bytes · __thiscall
_ZN20CMapReslistGenerator8RunFrameEv
Decompiled
undefined (1 param)
/* CMapReslistGenerator::RunFrame() */
void __thiscall CMapReslistGenerator::RunFrame(CMapReslistGenerator *this)
{
float fVar1;
undefined4 uVar2;
undefined4 uVar3;
int iVar4;
int *piVar5;
longdouble lVar6;
if (this[1] == (CMapReslistGenerator)0x0) {
if (this[6] != (CMapReslistGenerator)0x0) {
this[6] = (CMapReslistGenerator)0x0;
LAB_0018be7c:
DoQuit(this);
return;
}
}
else {
iVar4 = *(int *)(this + 0x24);
*(int *)(this + 0x24) = iVar4 + -1;
if (((iVar4 + -1 < 1) && (fVar1 = *(float *)(this + 0x20), fVar1 != 0.0)) &&
(lVar6 = (longdouble)Plat_FloatTime(), fVar1 < (float)lVar6)) {
WriteMapLog(this);
iVar4 = *(int *)(this + 0x1c);
if ((iVar4 < 0) || (*(int *)(this + 0x14) <= iVar4)) {
piVar5 = (int *)CommandLine_Tier0();
iVar4 = (**(code **)(*piVar5 + 0x28))(piVar5,"-forever");
if (iVar4 == 0) goto LAB_0018be7c;
StartReslistGeneration(this);
this[3] = (CMapReslistGenerator)0x1;
}
else {
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
if (this[3] != (CMapReslistGenerator)0x0) {
piVar5 = (int *)CommandLine_Tier0();
(**(code **)(*piVar5 + 0x10))(piVar5,"-startmap");
piVar5 = (int *)CommandLine_Tier0();
(**(code **)(*piVar5 + 0x14))
(piVar5,"-startmap",*(int *)(this + 0x1c) * 0x40 + *(int *)(this + 8));
HostState_Restart();
return;
}
uVar2 = va("map %s\n",iVar4 * 0x40 + *(int *)(this + 8));
uVar3 = Cbuf_GetCurrentPlayer();
Cbuf_AddText(uVar3,uVar2,0);
V_snprintf((char *)(this + 0x68),0x40,"%s: ",
*(int *)(this + 0x1c) * 0x40 + *(int *)(this + 8));
iVar4 = *(int *)(this + 0x1c) + 1;
*(int *)(this + 0x1c) = iVar4;
if ((-1 < iVar4) && (iVar4 < *(int *)(this + 0x14))) {
this[3] = (CMapReslistGenerator)0x1;
}
}
}
}
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.