CTeamplayRoundBasedRules::CheckRespawnWaves
0x004ccc50 · 227 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules17CheckRespawnWavesEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::CheckRespawnWaves() */
void __thiscall CTeamplayRoundBasedRules::CheckRespawnWaves(CTeamplayRoundBasedRules *this)
{
int iVar1;
CTeamplayRoundBasedRules *__s1;
int iVar2;
longdouble lVar3;
float fVar4;
float local_20 [4];
iVar2 = 2;
__s1 = this + 0x33c;
while( true ) {
iVar1 = GetNumberOfTeams();
if (iVar1 <= iVar2) break;
if (*(float *)(this + iVar2 * 4 + 0x334) < *(float *)(gpGlobals + 0xc) ||
*(float *)(this + iVar2 * 4 + 0x334) == *(float *)(gpGlobals + 0xc)) {
RespawnPlayers(this,false,true,iVar2);
fVar4 = *(float *)(gpGlobals + 0xc);
lVar3 = (longdouble)GetRespawnWaveMaxLength(this,iVar2,true);
fVar4 = (float)lVar3 + fVar4;
local_20[0] = fVar4;
iVar1 = memcmp(__s1,local_20,4);
if (iVar1 != 0) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(float *)(this + iVar2 * 4 + 0x334) = fVar4;
}
}
iVar2 = iVar2 + 1;
__s1 = __s1 + 4;
}
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.