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 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.