CCSGameRules::CheckRoundTimeExpired
0x00437f20 · 353 bytes · __thiscall
_ZN12CCSGameRules21CheckRoundTimeExpiredEv
Decompiled
undefined (1 param)
/* CCSGameRules::CheckRoundTimeExpired() */
void __thiscall CCSGameRules::CheckRoundTimeExpired(CCSGameRules *this)
{
int iVar1;
undefined4 uVar2;
if ((((*(float *)(this + 0x244) - *(float *)(gpGlobals + 0xc)) + (float)*(int *)(this + 0x240) <=
0.0) && (*(int *)(this + 600) == 0)) && (this[0x27c] != (CCSGameRules)0x0)) {
if (this[0x250] == (CCSGameRules)0x0) {
if (this[0x251] == (CCSGameRules)0x0) {
if (this[0x2b8] == (CCSGameRules)0x0) {
if (*(int *)(this + 0x2c4) != 1) {
return;
}
*(int *)(this + 0x280) = *(int *)(this + 0x280) + 0xcb2;
*(short *)(this + 0x28a) = *(short *)(this + 0x28a) + 1;
iVar1 = *(int *)this;
uVar2 = 0xf;
}
else {
*(short *)(this + 0x288) = *(short *)(this + 0x288) + 1;
iVar1 = *(int *)this;
uVar2 = 0xe;
}
(**(code **)(iVar1 + 0x2a4))(this,0x40a00000,uVar2);
UpdateTeamScores(this);
return;
}
*(int *)(this + 0x280) = *(int *)(this + 0x280) + 0xcb2;
*(short *)(this + 0x28a) = *(short *)(this + 0x28a) + 1;
(**(code **)(*(int *)this + 0x2a4))(this,0x40a00000,0xd);
UpdateTeamScores(this);
MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(this,3);
}
else if (this[0x2d4] == (CCSGameRules)0x0) {
*(int *)(this + 0x284) = *(int *)(this + 0x284) + 0xcb2;
*(short *)(this + 0x288) = *(short *)(this + 0x288) + 1;
(**(code **)(*(int *)this + 0x2a4))(this,0x40a00000,0xc);
UpdateTeamScores(this);
MarkLivingPlayersOnTeamAsNotReceivingMoneyNextRound(this,2);
}
}
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.