CTeamplayRoundBasedRules::SetWinningTeam
0x004cc4c0 · 730 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules14SetWinningTeamEiibbb
Decompiled
undefined (6 params)
/* CTeamplayRoundBasedRules::SetWinningTeam(int, int, bool, bool, bool) */
void __thiscall
CTeamplayRoundBasedRules::SetWinningTeam
(CTeamplayRoundBasedRules *this,int param_1,int param_2,bool param_3,bool param_4,
bool param_5)
{
bool bVar1;
char cVar2;
int *piVar3;
int iVar4;
cVar2 = IsInCommentaryMode();
if ((cVar2 == '\0') &&
(((param_1 == 0 || ((1 < param_1 && (iVar4 = GetNumberOfTeams(), param_1 < iVar4)))) &&
(*(int *)(this + 0x318) != 5)))) {
this[0x268] = (CTeamplayRoundBasedRules)param_3;
(**(code **)(*(int *)this + 0x270))(this,param_4);
if (param_1 != *(int *)(this + 800)) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(int *)(this + 800) = param_1;
}
if (param_2 != *(int *)(this + 0x324)) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(int *)(this + 0x324) = param_2;
}
PlayWinSong(this,param_1);
bVar1 = true;
if (!param_3) {
bVar1 = false;
if (0 < *(int *)(mp_timelimit._28_4_ + 0x30)) {
bVar1 = (int)(((float)(*(int *)(mp_timelimit._28_4_ + 0x30) * 0x3c) -
*(float *)(gpGlobals + 0xc)) + *(float *)(this + 0x330)) < 1;
}
}
this[0x314] = (CTeamplayRoundBasedRules)0x0;
if ((((!param_5) && (bVar1)) && (param_1 != 0)) &&
(cVar2 = (**(code **)(*(int *)this + 0x2cc))(this), cVar2 != '\0')) {
piVar3 = (int *)GetGlobalTeam(param_1);
(**(code **)(*piVar3 + 0x35c))(piVar3,1);
this[0x314] = (CTeamplayRoundBasedRules)0x1;
}
bVar1 = false;
if (*(int *)(this + 0x318) == 7) {
bVar1 = 1 < *(int *)(this + 800);
}
State_Leave(this);
State_Enter(this,5);
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"teamplay_round_win",0,0);
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 0x30))(piVar3,"team",param_1);
(**(code **)(*piVar3 + 0x2c))(piVar3,"full_round",param_3);
(**(code **)(*piVar3 + 0x38))
(piVar3,"round_time",*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x30c));
(**(code **)(*piVar3 + 0x2c))(piVar3,"was_sudden_death",bVar1);
(**(code **)(*(int *)this + 0x2e0))(this,piVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
(**(code **)(*(int *)this + 0x2b4))(this);
if ((param_1 == 0) && (0 < *(int *)(gpGlobals + 0x14))) {
iVar4 = 1;
do {
piVar3 = (int *)UTIL_PlayerByIndex(iVar4);
if ((piVar3 != (int *)0x0) &&
(cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar2 != '\0')) {
(**(code **)(*piVar3 + 0x7b8))(piVar3,0x2c,0,0,0,0);
}
iVar4 = iVar4 + 1;
} while (iVar4 <= *(int *)(gpGlobals + 0x14));
}
}
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.