CTeamplayRoundBasedRules::State_Enter
0x004ca3e0 · 224 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules11State_EnterE22gamerules_roundstate_t
Decompiled
undefined (2 params)
/* CTeamplayRoundBasedRules::State_Enter(gamerules_roundstate_t) */
void __thiscall CTeamplayRoundBasedRules::State_Enter(CTeamplayRoundBasedRules *this,int param_2)
{
undefined4 uVar1;
int iVar2;
undefined4 *puVar3;
code *UNRECOVERED_JUMPTABLE;
if (*(int *)(this + 0x318) != param_2) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(int *)(this + 0x318) = param_2;
}
uVar1 = mp_showroundtransitions._28_4_;
if (State_LookupInfo(gamerules_roundstate_t)::playerStateInfos == param_2) {
iVar2 = 0;
LAB_004ca468:
puVar3 = &State_LookupInfo(gamerules_roundstate_t)::playerStateInfos + iVar2 * 8;
*(undefined4 **)(this + 0x240) = puVar3;
if (*(int *)(uVar1 + 0x30) < 1) goto LAB_004ca4a0;
Msg("Gamerules: entering state \'%s\'\n",(&PTR_s_GR_STATE_INIT_00f1aae4)[iVar2 * 8]);
puVar3 = *(undefined4 **)(this + 0x240);
}
else {
iVar2 = 1;
do {
if ((&State_LookupInfo(gamerules_roundstate_t)::playerStateInfos)[iVar2 * 8] == param_2)
goto LAB_004ca468;
iVar2 = iVar2 + 1;
} while (iVar2 != 9);
*(undefined4 *)(this + 0x240) = 0;
if (*(int *)(mp_showroundtransitions._28_4_ + 0x30) < 1) {
return;
}
Msg("Gamerules: entering state #%d\n",param_2);
puVar3 = *(undefined4 **)(this + 0x240);
}
if (puVar3 == (undefined4 *)0x0) {
return;
}
LAB_004ca4a0:
UNRECOVERED_JUMPTABLE = (code *)puVar3[2];
if (UNRECOVERED_JUMPTABLE == (code *)0x0) {
return;
}
if (((uint)UNRECOVERED_JUMPTABLE & 1) != 0) {
UNRECOVERED_JUMPTABLE = *(code **)(UNRECOVERED_JUMPTABLE + *(int *)(this + puVar3[3]) + -1);
}
/* WARNING: Could not recover jumptable at 0x004ca4be. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE)();
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.