CMultiplayRules::GoToIntermission
0x0046ed70 · 227 bytes · __thiscall
_ZN15CMultiplayRules16GoToIntermissionEv
Decompiled
undefined (1 param)
/* CMultiplayRules::GoToIntermission() */
void __thiscall CMultiplayRules::GoToIntermission(CMultiplayRules *this)
{
char cVar1;
int *piVar2;
int iVar3;
longdouble lVar4;
float fVar5;
if (g_fGameOver == '\0') {
g_fGameOver = '\x01';
fVar5 = (float)*(int *)(mp_chattime._28_4_ + 0x30);
if (*(int *)(tv_delaymapchange._28_4_ + 0x30) != 0) {
piVar2 = (int *)HLTVDirector();
cVar1 = (**(code **)(*piVar2 + 0x2c))(piVar2);
if (cVar1 != '\0') {
piVar2 = (int *)HLTVDirector();
lVar4 = (longdouble)(**(code **)(*piVar2 + 0x28))(piVar2);
if (fVar5 <= (float)lVar4) {
piVar2 = (int *)HLTVDirector();
lVar4 = (longdouble)(**(code **)(*piVar2 + 0x28))(piVar2);
fVar5 = (float)lVar4;
}
}
}
iVar3 = 1;
*(float *)(this + 0x20) = fVar5 + *(float *)(gpGlobals + 0xc);
do {
piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x580))(piVar2,"scores",1,0);
}
iVar3 = iVar3 + 1;
} while (iVar3 != 0x21);
}
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.