CTeamplayRoundBasedRules::State_Enter_TEAM_WIN
0x004c8ad0 · 111 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules20State_Enter_TEAM_WINEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::State_Enter_TEAM_WIN() */
void __thiscall CTeamplayRoundBasedRules::State_Enter_TEAM_WIN(CTeamplayRoundBasedRules *this)
{
float fVar1;
fVar1 = *(float *)(mp_bonusroundtime._28_4_ + 0x2c);
if (fVar1 <= 5.0) {
fVar1 = 5.0;
}
*(float *)(this + 0x244) =
fVar1 * *(float *)(mp_enableroundwaittime._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc);
if (this[0x268] != (CTeamplayRoundBasedRules)0x0) {
*(int *)(this + 0x310) = *(int *)(this + 0x310) + 1;
}
(**(code **)(*(int *)this + 0x304))(this,*(undefined4 *)(this + 800));
/* WARNING: Could not recover jumptable at 0x004c8b3d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x2b8))();
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.