L L4D2node

CTeamplayRoundBasedRules::State_Leave_STALEMATE

0x004cb030 · 188 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules21State_Leave_STALEMATEEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::State_Leave_STALEMATE() */

void __thiscall CTeamplayRoundBasedRules::State_Leave_STALEMATE(CTeamplayRoundBasedRules *this)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  
  (**(code **)(*(int *)this + 0x2c4))(this);
  uVar1 = *(uint *)(this + 0x25c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseEntity **)(puVar4 + 4) != (CBaseEntity *)0x0)) {
    UTIL_Remove(*(CBaseEntity **)(puVar4 + 4));
  }
  cVar2 = (**(code **)(*(int *)this + 0x29c))(this);
  if (cVar2 == '\0') {
    RestoreActiveTimer(this);
    iVar3 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"teamplay_update_timer",0,0);
    if (iVar3 != 0) {
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar3,0);
      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)