L L4D2node

CCSGameRules::GoToIntermission

0x00434a10 · 104 bytes · __thiscall

_ZN12CCSGameRules16GoToIntermissionEv

Decompiled

undefined (1 param)

/* CCSGameRules::GoToIntermission() */

void __thiscall CCSGameRules::GoToIntermission(CCSGameRules *this)

{
  CBaseEntity *this_00;
  int iVar1;
  
  iVar1 = 1;
  Msg("Going to intermission...\n");
  CMultiplayRules::GoToIntermission((CMultiplayRules *)this);
  do {
    this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar1);
    if (this_00 != (CBaseEntity *)0x0) {
      CBaseEntity::AddFlag(this_00,0x20);
    }
    iVar1 = iVar1 + 1;
  } while (iVar1 != 0x21);
  if (this[0x23d] != (CCSGameRules)0x1) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    this[0x23d] = (CCSGameRules)0x1;
  }
  return;
}

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)