CTeamplayRoundBasedRules::State_Think_RND_RUNNING
0x004cd9b0 · 562 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules23State_Think_RND_RUNNINGEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::State_Think_RND_RUNNING() */
void __thiscall CTeamplayRoundBasedRules::State_Think_RND_RUNNING(CTeamplayRoundBasedRules *this)
{
bool bVar1;
char cVar2;
int iVar3;
int iVar4;
int *piVar5;
int iVar6;
int iVar7;
int iVar8;
int local_24;
iVar3 = (**(code **)(*(int *)this + 0x2f8))(this);
if (iVar3 < 1) {
State_Leave(this);
State_Enter(this,1);
return;
}
if (*(float *)(this + 0x45c) <= *(float *)(gpGlobals + 0xc) &&
*(float *)(gpGlobals + 0xc) != *(float *)(this + 0x45c)) {
BalanceTeams(this,true);
*(float *)(this + 0x45c) = *(float *)(gpGlobals + 0xc) + 1.0;
}
CheckRespawnWaves(this);
CheckReadyRestart(this);
if ((((this[0x308] != (CTeamplayRoundBasedRules)0x0) ||
((cVar2 = (**(code **)(*(int *)this + 0x2d0))(this), cVar2 == '\0' &&
(*(int *)(mp_stalemate_at_timelimit._28_4_ + 0x30) != 0)))) && (*(int *)(this + 0x318) == 4)
) && ((0 < *(int *)(mp_timelimit._28_4_ + 0x30) &&
((*(int *)(mp_tournament._28_4_ + 0x30) == 0 ||
(this[0x328] == (CTeamplayRoundBasedRules)0x0)))))) {
iVar7 = (int)(((float)(*(int *)(mp_timelimit._28_4_ + 0x30) * 0x3c) -
*(float *)(gpGlobals + 0xc)) + *(float *)(this + 0x330));
iVar3 = 0;
if (-1 < iVar7) {
iVar3 = iVar7;
}
if ((double)iVar3 <= 0.5) {
bVar1 = true;
local_24 = 0;
iVar3 = -1;
for (iVar7 = 2; iVar4 = GetNumberOfTeams(), iVar7 < iVar4; iVar7 = iVar7 + 1) {
if (!bVar1) goto LAB_004cdb06;
piVar5 = (int *)GetGlobalTeam(iVar7);
iVar6 = (**(code **)(*piVar5 + 0x364))(piVar5);
iVar4 = iVar7;
if (((iVar3 < iVar6) || (iVar8 = iVar3, iVar4 = local_24, iVar3 != iVar6)) &&
(local_24 = iVar4, iVar8 = iVar6, iVar3 != -1)) {
bVar1 = false;
iVar8 = iVar3;
}
iVar3 = iVar8;
}
if (bVar1) {
cVar2 = (**(code **)(*(int *)this + 0x2f0))(this);
if (cVar2 == '\0') {
SetOvertime(this,true);
}
else {
this[0x309] = (CTeamplayRoundBasedRules)0x1;
(**(code **)(*(int *)this + 0x26c))(this,2,this[0x268],0);
}
}
else {
LAB_004cdb06:
(**(code **)(*(int *)this + 0x268))(this,local_24,6,1,0,1);
}
}
}
/* WARNING: Could not recover jumptable at 0x004cda16. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x294))();
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.