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 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.