CCSGameRules::ReadMultiplayCvars
0x00437460 · 67 bytes · __thiscall
_ZN12CCSGameRules18ReadMultiplayCvarsEv
Decompiled
undefined (1 param)
/* CCSGameRules::ReadMultiplayCvars() */
void __thiscall CCSGameRules::ReadMultiplayCvars(CCSGameRules *this)
{
int iVar1;
iVar1 = (int)(*(float *)(mp_roundtime._28_4_ + 0x2c) * 60.0);
if (iVar1 != *(int *)(this + 0x240)) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(int *)(this + 0x240) = iVar1;
}
*(undefined4 *)(this + 0x264) = *(undefined4 *)(mp_freezetime._28_4_ + 0x30);
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.