L L4D2node

CTeamplayRoundBasedRules::State_Think

0x004caa50 · 51 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules11State_ThinkEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::State_Think() */

void __thiscall CTeamplayRoundBasedRules::State_Think(CTeamplayRoundBasedRules *this)

{
  int iVar1;
  code *UNRECOVERED_JUMPTABLE;
  
  iVar1 = *(int *)(this + 0x240);
  if ((iVar1 != 0) &&
     (UNRECOVERED_JUMPTABLE = *(code **)(iVar1 + 0x18), UNRECOVERED_JUMPTABLE != (code *)0x0)) {
    if (((uint)UNRECOVERED_JUMPTABLE & 1) == 0) {
                    /* WARNING: Could not recover jumptable at 0x004caa73. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (*UNRECOVERED_JUMPTABLE)();
      return;
    }
                    /* WARNING: Could not recover jumptable at 0x004caa82. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(UNRECOVERED_JUMPTABLE + *(int *)(this + *(int *)(iVar1 + 0x1c)) + -1))();
    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)