L L4D2node

CTeamplayRoundBasedRules::RestartTournament

0x004cb220 · 137 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules17RestartTournamentEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::RestartTournament() */

void __thiscall CTeamplayRoundBasedRules::RestartTournament(CTeamplayRoundBasedRules *this)

{
  int iVar1;
  
  if (*(int *)(mp_tournament._28_4_ + 0x30) != 0) {
    SetInWaitingForPlayers(this,true);
    if (this[0x329] != (CTeamplayRoundBasedRules)0x1) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      this[0x329] = (CTeamplayRoundBasedRules)0x1;
    }
    *(undefined4 *)(this + 0x468) = 0xbf800000;
    if (this[0x3d4] != (CTeamplayRoundBasedRules)0x0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      this[0x3d4] = (CTeamplayRoundBasedRules)0x0;
    }
    iVar1 = 0;
    do {
      if (this[iVar1 + 0x3b4] != (CTeamplayRoundBasedRules)0x0) {
        CGameRulesProxy::NotifyNetworkStateChanged();
        this[iVar1 + 0x3b4] = (CTeamplayRoundBasedRules)0x0;
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 != 0x20);
  }
  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)