L L4D2node

CTeamplayRoundBasedRules::CleanUpMap

0x004c8c70 · 456 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules10CleanUpMapEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::CleanUpMap() */

void __thiscall CTeamplayRoundBasedRules::CleanUpMap(CTeamplayRoundBasedRules *this)

{
  char cVar1;
  CBaseEntity *pCVar2;
  undefined1 *puVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined **local_28;
  uint local_24;
  undefined4 local_20;
  
  if (*(int *)(mp_showcleanedupents._28_4_ + 0x30) != 0) {
    Msg("CleanUpMap\n===============\n");
    uVar6 = CGlobalEntityList::NumberOfEdicts((CGlobalEntityList *)gEntList);
    uVar7 = CGlobalEntityList::NumberOfEntities((CGlobalEntityList *)gEntList);
    Msg("  Entities: %d (%d edicts)\n",uVar7,uVar6);
  }
  for (pCVar2 = (CBaseEntity *)
                CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
      pCVar2 != (CBaseEntity *)0x0;
      pCVar2 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar2)) {
    cVar1 = (**(code **)(*(int *)this + 0x2a0))(this,pCVar2);
    if (cVar1 == '\0') {
      if ((*(byte *)(mp_showcleanedupents._28_4_ + 0x30) & 1) != 0) {
        puVar3 = *(undefined1 **)(pCVar2 + 0x7c);
        if (puVar3 == (undefined1 *)0x0) {
          puVar3 = &DAT_00d539c2;
        }
        Msg("Removed Entity: %s\n",puVar3);
      }
      UTIL_Remove(pCVar2);
    }
  }
  CEventQueue::Clear((CEventQueue *)g_EventQueue);
  CGlobalEntityList::CleanupDeleteList();
  (**(code **)(*engine + 0x17c))(engine);
  if ((*(byte *)(mp_showcleanedupents._28_4_ + 0x30) & 2) != 0) {
    Msg("  Entities Left:\n");
    for (pCVar2 = (CBaseEntity *)
                  CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
        pCVar2 != (CBaseEntity *)0x0;
        pCVar2 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar2)) {
      if (*(int *)(pCVar2 + 0x30) == 0) {
        iVar5 = 0;
      }
      else {
        iVar5 = *(int *)(pCVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      puVar3 = *(undefined1 **)(pCVar2 + 0x7c);
      if (puVar3 == (undefined1 *)0x0) {
        puVar3 = &DAT_00d539c2;
      }
      Msg("  %s (%d)\n",puVar3,iVar5);
    }
  }
  local_28 = &PTR_ShouldCreateEntity_00c20b60;
  local_20 = g_pGameRules;
  local_24 = (uint)DAT_00fe3114;
  pcVar4 = (char *)(**(code **)(*engine + 0x11c))(engine);
  MapEntity_ParseAllEntities(pcVar4,(IMapEntityFilter *)&local_28,true);
  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)