L L4D2node

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 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)