CTeamplayRoundBasedRules::CheckWinLimit
0x004c8e40 · 192 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules13CheckWinLimitEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::CheckWinLimit() */
undefined4 __thiscall CTeamplayRoundBasedRules::CheckWinLimit(CTeamplayRoundBasedRules *this)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
iVar4 = 2;
iVar1 = *(int *)(mp_winlimit._28_4_ + 0x30);
if (0 < iVar1) {
for (; iVar3 = GetNumberOfTeams(), iVar4 < iVar3; iVar4 = iVar4 + 1) {
piVar2 = (int *)GetGlobalTeam(iVar4);
iVar3 = (**(code **)(*piVar2 + 0x364))(piVar2);
if (iVar1 <= iVar3) {
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"teamplay_game_over",0,0);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x3c))(piVar2,"reason","Reached Win Limit");
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
}
(**(code **)(*(int *)this + 0x248))(this);
return 1;
}
}
}
return 0;
}
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.