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 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.