L L4D2node

CTeamplayRoundBasedRules::State_Enter_RND_RUNNING

0x004cc180 · 151 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules23State_Enter_RND_RUNNINGEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::State_Enter_RND_RUNNING() */

void __thiscall CTeamplayRoundBasedRules::State_Enter_RND_RUNNING(CTeamplayRoundBasedRules *this)

{
  int iVar1;
  
  (**(code **)(*(int *)this + 0x2ac))(this);
  iVar1 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"teamplay_round_active",0,0);
  if (iVar1 != 0) {
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar1,0);
  }
  if (this[0x328] == (CTeamplayRoundBasedRules)0x0) {
    PlayStartRoundVoice(this);
  }
  iVar1 = gpGlobals;
  this[0x254] = (CTeamplayRoundBasedRules)0x0;
  this[0x269] = (CTeamplayRoundBasedRules)0x0;
  *(float *)(this + 0x45c) = *(float *)(iVar1 + 0xc) + 1.0;
  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)