L L4D2node

CGameRules::EndGameFrame

0x0045f370 · 322 bytes · __cdecl

_ZN10CGameRules12EndGameFrameEv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CGameRules::EndGameFrame() */

void CGameRules::EndGameFrame(void)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined *puVar4;
  CBaseEntity *pCVar5;
  double dVar6;
  
  if ((((_DAT_00f9e2e0 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (_DAT_00f9e2e0 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc))
      && (*(uint *)(puVar4 + 8) == _DAT_00f9e2e0 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    pCVar5 = (CBaseEntity *)0x0;
    dVar6 = (double)_DAT_00f9e2bc;
    if (((_DAT_00f9e2b4 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (_DAT_00f9e2b4 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)
        ) && (*(uint *)(puVar4 + 8) == _DAT_00f9e2b4 >> 0xc)) {
      pCVar5 = *(CBaseEntity **)(puVar4 + 4);
    }
    uVar1 = CBaseEntity::GetDebugName(pCVar5);
    pCVar5 = (CBaseEntity *)0x0;
    if (((_DAT_00f9e2b0 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (_DAT_00f9e2b0 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)
        ) && (*(uint *)(puVar4 + 8) == _DAT_00f9e2b0 >> 0xc)) {
      pCVar5 = *(CBaseEntity **)(puVar4 + 4);
    }
    uVar2 = CBaseEntity::GetDebugName(pCVar5);
    pCVar5 = (CBaseEntity *)0x0;
    if (((_DAT_00f9e2e0 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (_DAT_00f9e2e0 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)
        ) && (*(uint *)(puVar4 + 8) == _DAT_00f9e2e0 >> 0xc)) {
      pCVar5 = *(CBaseEntity **)(puVar4 + 4);
    }
    uVar3 = CBaseEntity::GetDebugName(pCVar5);
    Warning("Unapplied multidamage left in the system:\nTarget: %s\nInflictor: %s\nAttacker: %s\nDamage: %.2f\n"
            ,uVar3,uVar2,uVar1,dVar6);
    ApplyMultiDamage();
    return;
  }
  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)