L L4D2node

CCSGameRules::NeededPlayersCheck

0x00434920 · 223 bytes · __thiscall

_ZN12CCSGameRules18NeededPlayersCheckERb

Decompiled

undefined (2 params)

/* CCSGameRules::NeededPlayersCheck(bool&) */

undefined4 __thiscall CCSGameRules::NeededPlayersCheck(CCSGameRules *this,bool *param_1)

{
  if ((*(int *)(this + 0x274) == 0) || (*(int *)(this + 0x278) == 0)) {
    Msg("Game will not start until both teams have players.\n");
    UTIL_ClientPrintAll(2,"#Game_scoring",(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
    *param_1 = true;
    this[0x27c] = (CCSGameRules)0x0;
    if (*(int *)(this + 0x274) == 0) {
      return 0;
    }
  }
  else if (this[0x27c] != (CCSGameRules)0x0) {
    return 0;
  }
  if (*(int *)(this + 0x278) == 0) {
    return 0;
  }
  if (this[0x23d] != (CCSGameRules)0x0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    this[0x23d] = (CCSGameRules)0x0;
  }
  this[0x27d] = (CCSGameRules)0x1;
  (**(code **)(*(int *)this + 0x2a4))(this,0x40400000,0x10);
  this[0x27c] = (CCSGameRules)0x1;
  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)