CTeamplayRoundBasedRules::State_Think_PREROUND
0x004ccdd0 · 158 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules20State_Think_PREROUNDEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::State_Think_PREROUND() */
void __thiscall CTeamplayRoundBasedRules::State_Think_PREROUND(CTeamplayRoundBasedRules *this)
{
char cVar1;
if (*(float *)(this + 0x244) <= *(float *)(gpGlobals + 0xc) &&
*(float *)(gpGlobals + 0xc) != *(float *)(this + 0x244)) {
cVar1 = (**(code **)(*(int *)this + 0x29c))(this);
if (cVar1 != '\0') {
if (this[0x328] == (CTeamplayRoundBasedRules)0x0) {
State_Leave(this);
State_Enter(this,7);
CheckRespawnWaves(this);
return;
}
if (*(int *)(mp_tournament._28_4_ + 0x30) == 0) {
return;
}
CheckReadyRestart(this);
return;
}
State_Leave(this);
State_Enter(this,4);
}
CheckRespawnWaves(this);
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.