L L4D2node

CCSGameRules::VIPRoundEndCheck

0x004380a0 · 246 bytes · __thiscall

_ZN12CCSGameRules16VIPRoundEndCheckEb

Decompiled

undefined (2 params)

/* CCSGameRules::VIPRoundEndCheck(bool) */

undefined4 __thiscall CCSGameRules::VIPRoundEndCheck(CCSGameRules *this,bool param_1)

{
  uint uVar1;
  int iVar2;
  undefined4 uVar3;
  undefined *puVar4;
  
  uVar3 = 0;
  if (*(int *)(this + 0x2c4) == 1) {
    uVar1 = *(uint *)(this + 0x2c8);
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (iVar2 = *(int *)(puVar4 + 4), iVar2 != 0)) {
      if (*(char *)(iVar2 + 0x23e2) != '\0') {
        *(int *)(this + 0x284) = *(int *)(this + 0x284) + 0xdac;
        if (!param_1) {
          *(short *)(this + 0x288) = *(short *)(this + 0x288) + 1;
          UpdateTeamScores(this);
        }
        (**(code **)(*(int *)this + 0x2a4))(this,0x40a00000,2);
        return 1;
      }
      if (*(char *)(iVar2 + 0x104) == '\x02') {
        *(int *)(this + 0x280) = *(int *)(this + 0x280) + 0xcb2;
        if (!param_1) {
          *(short *)(this + 0x28a) = *(short *)(this + 0x28a) + 1;
          UpdateTeamScores(this);
        }
        (**(code **)(*(int *)this + 0x2a4))(this,0x40a00000,3);
        uVar3 = 1;
      }
    }
  }
  return uVar3;
}

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)