L L4D2node

CCSGameRules::BombRoundEndCheck

0x00437e30 · 224 bytes · __thiscall

_ZN12CCSGameRules17BombRoundEndCheckEb

Decompiled

undefined (2 params)

/* CCSGameRules::BombRoundEndCheck(bool) */

CCSGameRules __thiscall CCSGameRules::BombRoundEndCheck(CCSGameRules *this,bool param_1)

{
  CCSGameRules CVar1;
  CCSGameRules CVar2;
  
  if ((this[0x2d0] == (CCSGameRules)0x0) || (CVar2 = this[0x250], CVar2 == (CCSGameRules)0x0)) {
    CVar2 = (CCSGameRules)0x0;
    if ((this[0x2d1] != (CCSGameRules)0x0) &&
       (CVar1 = this[0x250], CVar2 = (CCSGameRules)0x0, CVar1 != (CCSGameRules)0x0)) {
      *(int *)(this + 0x284) = *(int *)(this + 0x284) + 0xcb2;
      *(int *)(this + 0x280) = *(int *)(this + 0x280) + 800;
      if (!param_1) {
        *(short *)(this + 0x288) = *(short *)(this + 0x288) + 1;
        UpdateTeamScores(this);
      }
      (**(code **)(*(int *)this + 0x2a4))(this,0x40a00000,7);
      return CVar1;
    }
  }
  else {
    *(int *)(this + 0x280) = *(int *)(this + 0x280) + 0xdac;
    if (!param_1) {
      *(short *)(this + 0x28a) = *(short *)(this + 0x28a) + 1;
      UpdateTeamScores(this);
    }
    (**(code **)(*(int *)this + 0x2a4))(this,0x40a00000,1);
  }
  return CVar2;
}

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)