L L4D2node

CTeamplayRoundBasedRules::State_Enter_STALEMATE

0x004cac20 · 848 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules21State_Enter_STALEMATEEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::State_Enter_STALEMATE() */

void __thiscall CTeamplayRoundBasedRules::State_Enter_STALEMATE(CTeamplayRoundBasedRules *this)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  uint *puVar4;
  int iVar5;
  undefined4 *puVar6;
  undefined *puVar7;
  uint uVar8;
  int *local_40;
  int local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  *(undefined4 *)(this + 0x260) = *(undefined4 *)(gpGlobals + 0xc);
  (**(code **)(*(int *)this + 0x2c0))(this);
  HideActiveTimer(this);
  uVar1 = *(uint *)(this + 0x25c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseEntity **)(puVar7 + 4) != (CBaseEntity *)0x0)) {
    UTIL_Remove(*(CBaseEntity **)(puVar7 + 4));
    *(undefined4 *)(this + 0x25c) = 0xffffffff;
  }
  iVar5 = *(int *)(mp_stalemate_timelimit._28_4_ + 0x30);
  cVar2 = (**(code **)(*(int *)this + 0x29c))(this);
  if (cVar2 != '\0') {
    iVar5 = *(int *)(tf_arena_round_time._28_4_ + 0x30);
  }
  if (iVar5 < 1) {
    return;
  }
  uVar1 = *(uint *)(this + 0x25c);
  if (uVar1 == 0xffffffff) {
LAB_004cacda:
    piVar3 = (int *)CBaseEntity::Create("team_round_timer",(Vector *)&vec3_origin,
                                        (QAngle *)&vec3_angle,(CBaseEntity *)0x0);
    if (piVar3 == (int *)0x0) {
      *(undefined4 *)(this + 0x25c) = 0xffffffff;
    }
    else {
      puVar4 = (uint *)(**(code **)(*piVar3 + 0xc))(piVar3);
      puVar7 = g_pEntityList;
      uVar1 = *puVar4;
      *(uint *)(this + 0x25c) = uVar1;
      if (((uVar1 != 0xffffffff) &&
          (puVar6 = (undefined4 *)(puVar7 + (uVar1 & 0xfff) * 0x10 + 4), puVar6 != (undefined4 *)0x0
          )) && (puVar6[1] == uVar1 >> 0xc)) goto LAB_004caf45;
    }
    piVar3 = (int *)0x0;
  }
  else {
    uVar8 = uVar1 & 0xfff;
    puVar6 = (undefined4 *)(g_pEntityList + uVar8 * 0x10 + 4);
    if (((puVar6 == (undefined4 *)0x0) ||
        (*(uint *)(g_pEntityList + uVar8 * 0x10 + 8) != uVar1 >> 0xc)) ||
       (*(int *)(g_pEntityList + uVar8 * 0x10 + 4) == 0)) goto LAB_004cacda;
LAB_004caf45:
    piVar3 = (int *)*puVar6;
  }
  (**(code **)(*piVar3 + 0x84))(piVar3,"show_in_hud",&DAT_00cbe2d5);
  uVar1 = *(uint *)(this + 0x25c);
  piVar3 = (int *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
    piVar3 = *(int **)(puVar7 + 4);
  }
  local_24 = 0xffffffff;
  local_20 = 5;
  local_30[0] = iVar5;
  (**(code **)(*piVar3 + 0xb4))(piVar3,"SetTime",0,0,local_30,0);
  uVar1 = *(uint *)(this + 0x25c);
  local_40 = (int *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
    local_40 = *(int **)(puVar7 + 4);
  }
  local_24 = 0xffffffff;
  local_20 = 5;
  local_30[0] = iVar5;
  (**(code **)(*local_40 + 0xb4))(local_40,"Resume",0,0,local_30,0);
  uVar1 = *(uint *)(this + 0x25c);
  piVar3 = (int *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) {
    piVar3 = *(int **)(puVar7 + 4);
  }
  local_24 = 0xffffffff;
  local_20 = 5;
  local_30[0] = iVar5;
  (**(code **)(*piVar3 + 0xb4))(piVar3,"Enable",0,0,local_30,0);
  iVar5 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"teamplay_update_timer",0,0);
  if (iVar5 != 0) {
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar5,0);
  }
  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)