CCSGameRules::CheckWinConditions
0x004381b0 · 168 bytes · __thiscall
_ZN12CCSGameRules18CheckWinConditionsEv
Decompiled
undefined (1 param)
/* CCSGameRules::CheckWinConditions() */
undefined4 __thiscall CCSGameRules::CheckWinConditions(CCSGameRules *this)
{
char cVar1;
undefined4 uVar2;
bool local_1d;
int local_1c;
int local_18;
int local_14;
int local_10 [2];
if (*(int *)(this + 600) == 0) {
InitializePlayerCounts(this,&local_14,local_10,&local_18,&local_1c);
local_1d = false;
cVar1 = (**(code **)(*(int *)this + 0x2c0))(this,&local_1d);
uVar2 = 0;
if (cVar1 == '\0') {
uVar2 = VIPRoundEndCheck(this,local_1d);
if ((char)uVar2 == '\0') {
uVar2 = BombRoundEndCheck(this,local_1d);
}
}
return uVar2;
}
InitializePlayerCounts(this,&local_14,local_10,&local_18,&local_1c);
local_1d = false;
(**(code **)(*(int *)this + 0x2c0))(this,&local_1d);
return 1;
}
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.