CTeamplayRoundBasedRules::State_Think_PREGAME
0x004ccd40 · 130 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules19State_Think_PREGAMEEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::State_Think_PREGAME() */
void __thiscall CTeamplayRoundBasedRules::State_Think_PREGAME(CTeamplayRoundBasedRules *this)
{
char cVar1;
int iVar2;
CheckRespawnWaves(this);
cVar1 = CMultiplayRules::IsLoadingBugBaitReport();
if ((((cVar1 == '\0') && (*(int *)(gpGlobals + 0x48) != 3)) &&
(cVar1 = IsInCommentaryMode(), cVar1 == '\0')) &&
((iVar2 = (**(code **)(*(int *)this + 0x2f8))(this), 0 < iVar2 ||
((cVar1 = (**(code **)(*(int *)this + 0x29c))(this), cVar1 != '\0' &&
(*(float *)(this + 0x248) == 0.0)))))) {
State_Leave(this);
State_Enter(this,2);
return;
}
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.