CMatchTitleGameSettingsMgr::EndGameToLobbyUpdate
0x0003b310 · 479 bytes · __thiscall
_ZN26CMatchTitleGameSettingsMgr20EndGameToLobbyUpdateEP9KeyValuesPS1_S2_
Decompiled
undefined (4 params)
/* CMatchTitleGameSettingsMgr::EndGameToLobbyUpdate(KeyValues*, KeyValues**, KeyValues**) */
void __thiscall
CMatchTitleGameSettingsMgr::EndGameToLobbyUpdate
(CMatchTitleGameSettingsMgr *this,KeyValues *param_1,KeyValues **param_2,
KeyValues **param_3)
{
KeyValues *pKVar1;
int iVar2;
int iVar3;
KeyValues *pKVar4;
int iVar5;
int in_GS_OFFSET;
uint in_stack_fffffea8;
int iVar6;
int local_13c;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pKVar1 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_fffffea8);
iVar6 = 0;
/* try { // try from 0003b368 to 0003b36c has its CatchHandler @ 0003b4ea */
KeyValues::KeyValues(pKVar1,"UpdateSettings",(IKeyValuesSystem *)0x0,false);
*param_2 = pKVar1;
iVar2 = KeyValues::GetInt(param_1,"Members/numMachines",0);
local_13c = 0;
if (0 < iVar2) {
do {
CFmtStrN<256>::CFmtStrN(local_12c,"Members/machine%d",local_13c);
pKVar1 = (KeyValues *)KeyValues::FindKey(param_1,local_127,false);
iVar3 = KeyValues::GetInt(pKVar1,"numPlayers",0);
if (0 < iVar3) {
iVar5 = 0;
do {
CFmtStrN<256>::CFmtStrN(local_12c,"player%d",iVar5,iVar6);
pKVar4 = (KeyValues *)KeyValues::FindKey(pKVar1,local_127,false);
if (pKVar4 != (KeyValues *)0x0) {
*param_3 = pKVar4;
param_3 = param_3 + 1;
iVar6 = iVar5;
CFmtStrN<256>::CFmtStrN
(local_12c,"Update/Members/machine%d/player%d/game/ready",local_13c,iVar5);
KeyValues::SetString(*param_2,local_127,"no");
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar3);
}
local_13c = local_13c + 1;
} while (local_13c != iVar2);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.