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 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.