L L4D2node

CCSGameRules::MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound

0x004377e0 · 119 bytes · __thiscall

_ZN12CCSGameRules51MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRoundEi

Decompiled

undefined (2 params)

/* CCSGameRules::MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(int) */

void __thiscall
CCSGameRules::MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(CCSGameRules *this,int param_1)

{
  char cVar1;
  CBaseEntity *this_00;
  int iVar2;
  int iVar3;
  
  iVar3 = 1;
  if (0 < *(int *)(gpGlobals + 0x14)) {
    do {
      while (((this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar3), this_00 == (CBaseEntity *)0x0 ||
              (iVar2 = CBaseEntity::GetTeamNumber(this_00), iVar2 != param_1)) ||
             (cVar1 = (**(code **)(*(int *)this_00 + 300))(this_00), cVar1 == '\0'))) {
        iVar3 = iVar3 + 1;
        if (*(int *)(gpGlobals + 0x14) < iVar3) {
          return;
        }
      }
      iVar3 = iVar3 + 1;
      CCSPlayer::MarkAsNotReceivingMoneyNextRound((CCSPlayer *)this_00);
    } while (iVar3 <= *(int *)(gpGlobals + 0x14));
  }
  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)