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 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.