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 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.