L L4D2node

CTeamplayRoundBasedRules::CheckChatForReadySignal

0x004c9a20 · 263 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules23CheckChatForReadySignalEP11CBasePlayerPKc

Decompiled

undefined (3 params)

/* CTeamplayRoundBasedRules::CheckChatForReadySignal(CBasePlayer*, char const*) */

void __thiscall
CTeamplayRoundBasedRules::CheckChatForReadySignal
          (CTeamplayRoundBasedRules *this,CBasePlayer *param_1,char *param_2)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  int *piVar4;
  
  if ((*(int *)(mp_tournament._28_4_ + 0x30) == 0) && (this[0x329] != (CTeamplayRoundBasedRules)0x0)
     ) {
    pcVar1 = "FCVAR_NEVER_AS_STRING";
    if ((mp_clan_ready_signal[0x15] & 0x10) == 0) {
      pcVar1 = "";
      if (*(char **)(mp_clan_ready_signal._28_4_ + 0x24) != (char *)0x0) {
        pcVar1 = *(char **)(mp_clan_ready_signal._28_4_ + 0x24);
      }
    }
    if ((((param_2 == pcVar1) || (iVar2 = _V_stricmp(param_2,pcVar1), iVar2 == 0)) &&
        (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), 1 < iVar2)) &&
       (iVar3 = GetNumberOfTeams(), iVar2 < iVar3)) {
      if (this[iVar2 + 0x3b4] != (CTeamplayRoundBasedRules)0x1) {
        CGameRulesProxy::NotifyNetworkStateChanged();
        this[iVar2 + 0x3b4] = (CTeamplayRoundBasedRules)0x1;
      }
      piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"teamplay_team_ready",0,0);
      if (piVar4 != (int *)0x0) {
        (**(code **)(*piVar4 + 0x30))(piVar4,"team",iVar2);
                    /* WARNING: Could not recover jumptable at 0x004c9b07. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*gameeventmanager + 0x20))();
        return;
      }
    }
  }
  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)