L L4D2node

CCSGameRules::Think

0x00439a90 · 172 bytes · __thiscall

_ZN12CCSGameRules5ThinkEv

Decompiled

undefined (1 param)

/* CCSGameRules::Think() */

void __thiscall CCSGameRules::Think(CCSGameRules *this)

{
  CCSGameRules CVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  CCSGameRules *pCVar5;
  
  CGameRules::Think((CGameRules *)this);
  for (iVar4 = 0; iVar3 = GetNumberOfTeams(), iVar4 < iVar3; iVar4 = iVar4 + 1) {
    piVar2 = (int *)GetGlobalTeam(iVar4);
    (**(code **)(*piVar2 + 0xe4))(piVar2);
  }
  pCVar5 = this;
  if (this[0x23d] == (CCSGameRules)0x0) {
    (**(code **)(*(int *)this + 0x29c))();
    CVar1 = this[0x255];
  }
  else {
    CheckFreezePeriodExpired(this);
    CVar1 = this[0x255];
  }
  if (CVar1 == (CCSGameRules)0x0) {
    CheckLevelInitialized(pCVar5);
  }
  if (*(float *)(this + 0x2a4) <= *(float *)(gpGlobals + 0xc) &&
      *(float *)(gpGlobals + 0xc) != *(float *)(this + 0x2a4)) {
    (**(code **)(*(int *)this + 700))(this);
    *(float *)(this + 0x2a4) = *(float *)(gpGlobals + 0xc) + 1.0;
  }
  return;
}

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)