CCSGameRules::CheckMapConditions
0x00438270 · 362 bytes · __thiscall
_ZN12CCSGameRules18CheckMapConditionsEv
Decompiled
undefined (1 param)
/* CCSGameRules::CheckMapConditions() */
void __thiscall CCSGameRules::CheckMapConditions(CCSGameRules *this)
{
int iVar1;
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"func_bomb_target");
if (iVar1 == 0) {
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_bomb_target");
if (iVar1 == 0) {
if (this[0x250] != (CCSGameRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x250] = (CCSGameRules)0x0;
}
}
else if (this[0x250] != (CCSGameRules)0x1) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x250] = (CCSGameRules)0x1;
}
this[0x2d2] = (CCSGameRules)0x0;
}
else {
if (this[0x250] != (CCSGameRules)0x1) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x250] = (CCSGameRules)0x1;
}
this[0x2d2] = (CCSGameRules)0x1;
}
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"func_buyzone");
this[0x29e] = (CCSGameRules)(iVar1 != 0);
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"func_hostage_rescue");
if (iVar1 == 0) {
if (this[0x251] != (CCSGameRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x251] = (CCSGameRules)0x0;
}
}
else if (this[0x251] != (CCSGameRules)0x1) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x251] = (CCSGameRules)0x1;
}
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"func_escapezone");
this[0x2b8] = (CCSGameRules)(iVar1 != 0);
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"func_vip_safetyzone");
*(uint *)(this + 0x2c4) = ~-(uint)(iVar1 == 0) + 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.