L L4D2node

CCSGameRules::CheckFreezePeriodExpired

0x004374b0 · 778 bytes · __thiscall

_ZN12CCSGameRules24CheckFreezePeriodExpiredEv

Decompiled

undefined (1 param)

/* CCSGameRules::CheckFreezePeriodExpired() */

void __thiscall CCSGameRules::CheckFreezePeriodExpired(CCSGameRules *this)

{
  float fVar1;
  int iVar2;
  CBaseEntity *this_00;
  int iVar3;
  int in_GS_OFFSET;
  char local_70 [40];
  char local_48 [40];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  fVar1 = *(float *)(this + 0x244);
  if (((uint)fVar1 & 0x7f800000) == 0x7f800000) {
    Warning("Infinite round start time!\n");
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x244) = *(undefined4 *)(gpGlobals + 0xc);
  }
  else if (*(float *)(gpGlobals + 0xc) <= fVar1 && fVar1 != *(float *)(gpGlobals + 0xc))
  goto LAB_004374ea;
  UTIL_LogPrintf("World triggered \"Round_Start\"\n");
  iVar2 = (**(code **)(*random_valve + 8))(random_valve,0,3);
  if (iVar2 == 1) {
    V_strncpy(local_70,"radio.letsgo",0x28);
    V_strncpy(local_48,"radio.letsgo",0x28);
  }
  else if (iVar2 == 2) {
    V_strncpy(local_70,"radio.locknload",0x28);
    V_strncpy(local_48,"radio.locknload",0x28);
  }
  else if (iVar2 == 0) {
    V_strncpy(local_70,"radio.moveout",0x28);
    V_strncpy(local_48,"radio.moveout",0x28);
  }
  else {
    V_strncpy(local_70,"radio.go",0x28);
    V_strncpy(local_48,"radio.go",0x28);
  }
  if (this[0x2b8] == (CCSGameRules)0x0) {
    if (*(int *)(this + 0x2c4) == 1) {
      V_strncpy(local_70,"radio.vip",0x28);
      V_strncpy(local_48,"radio.locknload",0x28);
    }
  }
  else {
    V_strncpy(local_70,"radio.elim",0x28);
    V_strncpy(local_48,"radio.getout",0x28);
  }
  if (this[0x23d] != (CCSGameRules)0x0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    this[0x23d] = (CCSGameRules)0x0;
  }
  iVar2 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"round_freeze_end",0,0);
  if (iVar2 != 0) {
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar2,0);
  }
  iVar2 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      this_00 = (CBaseEntity *)CCSPlayer::Instance(iVar2);
      if ((((this_00 != (CBaseEntity *)0x0) && (*(int *)(this_00 + 0x30) != 0)) &&
          (*(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
         (*(int *)(this_00 + 0x23bc) == 0)) {
        CBaseEntity::GetTeamNumber(this_00);
        CBaseEntity::GetTeamNumber(this_00);
        iVar3 = CBaseEntity::GetTeamNumber(this_00);
        if (iVar3 != 1) {
          (**(code **)(*(int *)this_00 + 0x81c))(this_00);
        }
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 <= *(int *)(gpGlobals + 0x14));
  }
LAB_004374ea:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)