L L4D2node

CCSGameRules::CheckWinLimit

0x00434750 · 95 bytes · __thiscall

_ZN12CCSGameRules13CheckWinLimitEv

Decompiled

undefined (1 param)

/* CCSGameRules::CheckWinLimit() */

undefined4 __thiscall CCSGameRules::CheckWinLimit(CCSGameRules *this)

{
  int iVar1;
  char *pcVar2;
  
  iVar1 = *(int *)(mp_winlimit._28_4_ + 0x30);
  if (iVar1 == 0) {
    return 0;
  }
  if (*(short *)(this + 0x288) < iVar1) {
    if (*(short *)(this + 0x28a) < iVar1) {
      return 0;
    }
    pcVar2 = "Team \"TERRORIST\" triggered \"Intermission_Win_Limit\"\n";
  }
  else {
    pcVar2 = "Team \"CT\" triggered \"Intermission_Win_Limit\"\n";
  }
  UTIL_LogPrintf(pcVar2);
  (**(code **)(*(int *)this + 0x248))(this);
  return 1;
}

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)