L L4D2node

CTeamplayRoundBasedRules::RoundRespawn

0x004cbaa0 · 481 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules12RoundRespawnEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::RoundRespawn() */

void __thiscall CTeamplayRoundBasedRules::RoundRespawn(CTeamplayRoundBasedRules *this)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  CTeamplayRoundBasedRules *__s1;
  int iVar4;
  
  *(undefined4 *)(this + 0x30c) = *(undefined4 *)(gpGlobals + 0xc);
  if ((this[0x268] != (CTeamplayRoundBasedRules)0x0) ||
     (this[0x269] != (CTeamplayRoundBasedRules)0x0)) {
    (**(code **)(*(int *)this + 0x300))(this);
    *(undefined4 *)(this + 0x27c) = 0;
    *(undefined4 *)(this + 0x46c) = 0;
  }
  iVar4 = 0;
  __s1 = this + 0x3d8;
  do {
    if (0.0 < *(float *)(__s1 + -0x150) || *(float *)(__s1 + -0x150) == 0.0) {
      iVar2 = memcmp(__s1,__s1 + -0x150,4);
      if (iVar2 != 0) {
        CGameRulesProxy::NotifyNetworkStateChanged();
        *(undefined4 *)(this + 0x3d8 + iVar4 * 4) = *(undefined4 *)(__s1 + -0x150);
      }
    }
    iVar4 = iVar4 + 1;
    __s1 = __s1 + 4;
  } while (iVar4 != 0x20);
  if ((this[0x328] == (CTeamplayRoundBasedRules)0x0) &&
     (this[0x268] != (CTeamplayRoundBasedRules)0x0)) {
    UTIL_LogPrintf("World triggered \"Round_Start\"\n");
  }
  (**(code **)(*(int *)this + 0x2a8))(this);
  if (this[0x31e] != (CTeamplayRoundBasedRules)0x0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    this[0x31e] = (CTeamplayRoundBasedRules)0x0;
  }
  cVar1 = (**(code **)(*(int *)this + 0x274))(this);
  if (cVar1 != '\0') {
    if (this[0x31e] != (CTeamplayRoundBasedRules)0x1) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      this[0x31e] = (CTeamplayRoundBasedRules)0x1;
    }
    (**(code **)(*(int *)this + 0x278))(this);
    (**(code **)(*(int *)this + 0x270))(this,0);
  }
  cVar1 = (**(code **)(*(int *)this + 0x280))(this);
  if (cVar1 != '\0') {
    (**(code **)(*(int *)this + 0x284))(this);
    (**(code **)(*(int *)this + 0x27c))(this,0);
  }
  RespawnPlayers(this,true,false,0);
  iVar4 = 1;
  do {
    piVar3 = (int *)UTIL_PlayerByIndex(iVar4);
    if (piVar3 != (int *)0x0) {
      cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3);
      if (cVar1 != '\0') {
        (**(code **)(*piVar3 + 0x75c))(piVar3);
      }
    }
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x21);
  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)