CTeamplayRoundBasedRules::CheckReadyRestart
0x004caae0 · 233 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules17CheckReadyRestartEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::CheckReadyRestart() */
void __thiscall CTeamplayRoundBasedRules::CheckReadyRestart(CTeamplayRoundBasedRules *this)
{
char cVar1;
int iVar2;
int iVar3;
if (((0.0 < *(float *)(this + 0x32c)) && (*(float *)(this + 0x32c) < *(float *)(gpGlobals + 0xc)))
&& (cVar1 = (**(code **)(*(int *)g_pServerBenchmark + 8))(g_pServerBenchmark), cVar1 == '\0'))
{
State_Leave(this);
State_Enter(this,6);
if (*(float *)(this + 0x32c) != -1.0) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(undefined4 *)(this + 0x32c) = 0xbf800000;
}
}
iVar3 = 2;
if (this[0x329] != (CTeamplayRoundBasedRules)0x0) {
for (; iVar2 = GetNumberOfTeams(), iVar3 < iVar2; iVar3 = iVar3 + 1) {
if (this[iVar3 + 0x3b4] == (CTeamplayRoundBasedRules)0x0) {
return;
}
}
ConVar::SetValue(0xf7df20);
if (this[0x329] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x329] = (CTeamplayRoundBasedRules)0x0;
}
this[0x255] = (CTeamplayRoundBasedRules)0x1;
this[0x256] = (CTeamplayRoundBasedRules)0x1;
this[599] = (CTeamplayRoundBasedRules)0x1;
}
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.