CCSGameRules::InitializePlayerCounts
0x00437280 · 389 bytes · __thiscall
_ZN12CCSGameRules22InitializePlayerCountsERiS0_S0_S0_
Decompiled
undefined (5 params)
/* CCSGameRules::InitializePlayerCounts(int&, int&, int&, int&) */
void __thiscall
CCSGameRules::InitializePlayerCounts
(CCSGameRules *this,int *param_1,int *param_2,int *param_3,int *param_4)
{
char cVar1;
int iVar2;
int *piVar3;
int iVar4;
int *piVar5;
int local_20;
local_20 = 0;
*param_3 = 0;
*param_4 = 0;
*param_2 = 0;
*param_1 = 0;
*(undefined4 *)(this + 0x278) = 0;
*(undefined4 *)(this + 0x274) = 0;
*(undefined4 *)(this + 0x270) = 0;
*(undefined4 *)(this + 0x26c) = 0;
*(undefined4 *)(this + 0x2b4) = 0;
iVar2 = GetNumberOfTeams();
if (0 < iVar2) {
do {
piVar3 = (int *)GetGlobalTeam(local_20);
for (iVar2 = 0; iVar4 = (**(code **)(*piVar3 + 0x354))(piVar3), iVar2 < iVar4;
iVar2 = iVar2 + 1) {
piVar5 = (int *)(**(code **)(*piVar3 + 0x358))(piVar3,iVar2);
if ((piVar5 != (int *)0x0) &&
(cVar1 = (**(code **)(*piVar5 + 0x16c))(piVar5), cVar1 != '\0')) {
iVar4 = (**(code **)(*piVar3 + 0x328))(piVar3);
if (iVar4 == 2) {
*(int *)(this + 0x26c) = *(int *)(this + 0x26c) + 1;
if (piVar5[0x8ef] != 3) {
*(int *)(this + 0x274) = *(int *)(this + 0x274) + 1;
}
if ((char)piVar5[0x41] == '\0') {
*param_1 = *param_1 + 1;
}
else {
*param_3 = *param_3 + 1;
}
if (*(char *)((int)piVar5 + 0x23e2) != '\0') {
*(int *)(this + 0x2b4) = *(int *)(this + 0x2b4) + 1;
}
}
else if (iVar4 == 3) {
*(int *)(this + 0x270) = *(int *)(this + 0x270) + 1;
if (piVar5[0x8ef] != 3) {
*(int *)(this + 0x278) = *(int *)(this + 0x278) + 1;
}
if ((char)piVar5[0x41] == '\0') {
*param_2 = *param_2 + 1;
}
else {
*param_4 = *param_4 + 1;
}
}
}
}
local_20 = local_20 + 1;
iVar2 = GetNumberOfTeams();
} while (local_20 < iVar2);
}
return;
}
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.