CTeamplayRoundBasedRules::State_Enter_PREROUND
0x004cd5d0 · 961 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules20State_Enter_PREROUNDEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::State_Enter_PREROUND() */
void __thiscall CTeamplayRoundBasedRules::State_Enter_PREROUND(CTeamplayRoundBasedRules *this)
{
uint uVar1;
undefined4 uVar2;
char cVar3;
int *piVar4;
int iVar5;
uint *puVar6;
undefined4 *puVar7;
undefined *puVar8;
uint uVar9;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
BalanceTeams(this,false);
*(float *)(this + 0x458) = *(float *)(gpGlobals + 0xc) + 60.0;
(**(code **)(*(int *)this + 0x2fc))(this);
piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"teamplay_round_start",0,0);
if (piVar4 != (int *)0x0) {
(**(code **)(*piVar4 + 0x2c))(piVar4,"full_reset",this[0x268]);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
}
cVar3 = (**(code **)(*(int *)this + 0x29c))(this);
if (cVar3 == '\0') {
*(float *)(this + 0x244) =
*(float *)(mp_enableroundwaittime._28_4_ + 0x2c) * 5.0 + *(float *)(gpGlobals + 0xc);
goto LAB_004cd6a3;
}
iVar5 = (**(code **)(*(int *)this + 0x2f8))(this);
if (0 < iVar5) {
uVar1 = *(uint *)(this + 0x25c);
if (uVar1 == 0xffffffff) {
LAB_004cd704:
piVar4 = (int *)CBaseEntity::Create("team_round_timer",(Vector *)&vec3_origin,
(QAngle *)&vec3_angle,(CBaseEntity *)0x0);
if (piVar4 == (int *)0x0) {
*(undefined4 *)(this + 0x25c) = 0xffffffff;
}
else {
puVar6 = (uint *)(**(code **)(*piVar4 + 0xc))(piVar4);
puVar8 = g_pEntityList;
uVar1 = *puVar6;
*(uint *)(this + 0x25c) = uVar1;
if (((uVar1 != 0xffffffff) &&
(puVar7 = (undefined4 *)(puVar8 + (uVar1 & 0xfff) * 0x10 + 4),
puVar7 != (undefined4 *)0x0)) && (puVar7[1] == uVar1 >> 0xc)) goto LAB_004cd97d;
}
piVar4 = (int *)0x0;
}
else {
uVar9 = uVar1 & 0xfff;
puVar7 = (undefined4 *)(g_pEntityList + uVar9 * 0x10 + 4);
if (((puVar7 == (undefined4 *)0x0) ||
(*(uint *)(g_pEntityList + uVar9 * 0x10 + 8) != uVar1 >> 0xc)) ||
(*(int *)(g_pEntityList + uVar9 * 0x10 + 4) == 0)) goto LAB_004cd704;
LAB_004cd97d:
piVar4 = (int *)*puVar7;
}
(**(code **)(*piVar4 + 0x84))(piVar4,"show_in_hud",&DAT_00cbe2d5);
piVar4 = (int *)0x0;
uVar2 = *(undefined4 *)(tf_arena_preround_time._28_4_ + 0x30);
uVar1 = *(uint *)(this + 0x25c);
if (((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
piVar4 = *(int **)(puVar8 + 4);
}
local_24 = 0xffffffff;
local_20 = 5;
local_30[0] = uVar2;
(**(code **)(*piVar4 + 0xb4))(piVar4,"SetTime",0,0,local_30,0);
uVar1 = *(uint *)(this + 0x25c);
piVar4 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
piVar4 = *(int **)(puVar8 + 4);
}
local_24 = 0xffffffff;
local_20 = 5;
local_30[0] = uVar2;
(**(code **)(*piVar4 + 0xb4))(piVar4,"Resume",0,0,local_30,0);
uVar1 = *(uint *)(this + 0x25c);
piVar4 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar8 + 8) == uVar1 >> 0xc)) {
piVar4 = *(int **)(puVar8 + 4);
}
local_24 = 0xffffffff;
local_20 = 5;
local_30[0] = uVar2;
(**(code **)(*piVar4 + 0xb4))(piVar4,"Enable",0,0,local_30,0);
iVar5 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"teamplay_update_timer",0,0);
if (iVar5 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar5,0);
}
}
*(float *)(this + 0x244) =
(float)*(int *)(tf_arena_preround_time._28_4_ + 0x30) + *(float *)(gpGlobals + 0xc);
LAB_004cd6a3:
(**(code **)(*(int *)this + 0x294))(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.