L L4D2node

CTeamplayRoundBasedRules::State_Think_TEAM_WIN

0x004ca5d0 · 257 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules20State_Think_TEAM_WINEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::State_Think_TEAM_WIN() */

void __thiscall CTeamplayRoundBasedRules::State_Think_TEAM_WIN(CTeamplayRoundBasedRules *this)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  
  if (*(float *)(this + 0x244) <= *(float *)(gpGlobals + 0xc) &&
      *(float *)(gpGlobals + 0xc) != *(float *)(this + 0x244)) {
    cVar1 = CheckTimeLimit(this);
    if ((((cVar1 == '\0') && (cVar1 = (**(code **)(*(int *)this + 0x2e8))(this), cVar1 == '\0')) &&
        (cVar1 = CheckMaxRounds(this), cVar1 == '\0')) &&
       (cVar1 = CheckNextLevelCvar(this), cVar1 == '\0')) {
      (**(code **)(*(int *)this + 0x2b0))(this);
      State_Leave(this);
      State_Enter(this,3);
    }
    else {
      iVar3 = 1;
      if (*(int *)(mp_tournament._28_4_ + 0x30) != 0) {
        do {
          piVar2 = (int *)UTIL_PlayerByIndex(iVar3);
          if (piVar2 != (int *)0x0) {
            (**(code **)(*piVar2 + 0x580))(piVar2,"scores",1,0);
          }
          iVar3 = iVar3 + 1;
        } while (iVar3 != 0x21);
        (**(code **)(*(int *)this + 0x2d4))(this);
        State_Leave(this);
        State_Enter(this,4);
        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)