L L4D2node

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 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)