CCSGameRules::CheckFragLimit
0x00433d20 · 252 bytes · __thiscall
_ZN12CCSGameRules14CheckFragLimitEv
Decompiled
undefined (1 param)
/* CCSGameRules::CheckFragLimit() */
undefined4 __thiscall CCSGameRules::CheckFragLimit(CCSGameRules *this)
{
CBaseEntity *this_00;
int *piVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
int iVar5;
char *pcVar6;
if ((0 < *(int *)(fraglimit._28_4_ + 0x30)) && (0 < *(int *)(gpGlobals + 0x14))) {
iVar5 = 1;
while( true ) {
this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar5);
if ((this_00 != (CBaseEntity *)0x0) &&
(*(int *)(fraglimit._28_4_ + 0x30) <= *(int *)(this_00 + 0x1f5c))) break;
iVar5 = iVar5 + 1;
if (*(int *)(gpGlobals + 0x14) < iVar5) {
return 0;
}
}
pcVar6 = "UNKNOWN";
iVar5 = CBaseEntity::GetTeam(this_00);
if (iVar5 != 0) {
piVar1 = (int *)CBaseEntity::GetTeam(this_00);
pcVar6 = (char *)(**(code **)(*piVar1 + 0x32c))(piVar1);
}
uVar2 = CBasePlayer::GetNetworkIDString((CBasePlayer *)this_00);
uVar3 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this_00 + 0x30));
uVar4 = (**(code **)(*(int *)this_00 + 0xb8))(this_00);
UTIL_LogPrintf("\"%s<%i><%s><%s>\" triggered \"Intermission_Kill_Limit\"\n",uVar4,uVar3,uVar2,
pcVar6);
(**(code **)(*(int *)this + 0x248))(this);
return 1;
}
return 0;
}
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.