L L4D2node

CTeamplayRoundBasedRules::SetStalemate

0x004cc280 · 296 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules12SetStalemateEibb

Decompiled

undefined (4 params)

/* CTeamplayRoundBasedRules::SetStalemate(int, bool, bool) */

void __thiscall
CTeamplayRoundBasedRules::SetStalemate
          (CTeamplayRoundBasedRules *this,int param_1,bool param_2,bool param_3)

{
  int *piVar1;
  
  if ((*(int *)(mp_tournament._28_4_ + 0x30) == 0) || (this[0x328] == (CTeamplayRoundBasedRules)0x0)
     ) {
    if (*(int *)(mp_stalemate_enable._28_4_ + 0x30) == 0) {
      (**(code **)(*(int *)this + 0x268))(this,0,5,param_2,param_3,0);
    }
    else if (*(int *)(this + 0x318) != 7) {
      this[0x268] = (CTeamplayRoundBasedRules)param_2;
      if (*(int *)(this + 800) != 0) {
        CGameRulesProxy::NotifyNetworkStateChanged();
        *(undefined4 *)(this + 800) = 0;
      }
      PlaySuddenDeathSong(this);
      State_Leave(this);
      State_Enter(this,7);
      piVar1 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"teamplay_round_stalemate",0,0);
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0x30))(piVar1,"reason",param_1);
                    /* WARNING: Could not recover jumptable at 0x004cc35a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*gameeventmanager + 0x20))();
        return;
      }
    }
  }
  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)