L L4D2node

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 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)