CTeamplayRoundBasedRules::CTeamplayRoundBasedRules
0x004cdc10 · 828 bytes · __thiscall
_ZN24CTeamplayRoundBasedRulesC2Ev
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::CTeamplayRoundBasedRules() */
void __thiscall CTeamplayRoundBasedRules::CTeamplayRoundBasedRules(CTeamplayRoundBasedRules *this)
{
CTeamplayRoundBasedRules CVar1;
int iVar2;
int iVar3;
CTeamplayRoundBasedRules *__s1;
undefined4 local_20 [4];
iVar3 = 0;
CTeamplayRules::CTeamplayRules((CTeamplayRules *)this);
*(undefined ***)this = &PTR_Name_00c20f68;
*(undefined4 *)(this + 0x24c) = 0xffffffff;
*(undefined4 *)(this + 600) = 0xffffffff;
*(undefined4 *)(this + 0x25c) = 0xffffffff;
*(undefined4 *)(this + 0x264) = 0xffffffff;
*(undefined4 *)(this + 0x270) = 0;
*(undefined4 *)(this + 0x274) = 0;
*(undefined4 *)(this + 0x278) = 0;
*(undefined4 *)(this + 0x27c) = 0;
*(undefined4 *)(this + 0x280) = 0;
__s1 = this + 0x334;
do {
local_20[0] = 0;
iVar2 = memcmp(__s1,local_20,4);
if (iVar2 != 0) {
/* try { // try from 004cdd01 to 004cdf51 has its CatchHandler @ 004cdf5e */
CGameRulesProxy::NotifyNetworkStateChanged();
*(undefined4 *)(this + 0x334 + iVar3 * 4) = 0;
}
local_20[0] = 0xbf800000;
iVar2 = memcmp(__s1 + 0xa4,local_20,4);
if (iVar2 == 0) {
CVar1 = this[iVar3 + 0x3b4];
}
else {
CGameRulesProxy::NotifyNetworkStateChanged();
*(undefined4 *)(this + iVar3 * 4 + 0x3d8) = 0xbf800000;
CVar1 = this[iVar3 + 0x3b4];
}
if (CVar1 != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[iVar3 + 0x3b4] = (CTeamplayRoundBasedRules)0x0;
}
*(undefined4 *)(__s1 + -0xac) = 0xbf800000;
iVar3 = iVar3 + 1;
__s1 = __s1 + 4;
} while (iVar3 != 0x20);
if (this[0x31c] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x31c] = (CTeamplayRoundBasedRules)0x0;
}
if (this[0x31d] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x31d] = (CTeamplayRoundBasedRules)0x0;
}
if (this[0x31e] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x31e] = (CTeamplayRoundBasedRules)0x0;
}
*(undefined4 *)(this + 0x468) = 0xbf800000;
*(undefined4 *)(this + 0x240) = 0;
State_Enter(this,1);
ResetMapTime(this);
ResetScores(this);
this[0x268] = (CTeamplayRoundBasedRules)0x1;
*(undefined4 *)(this + 0x26c) = 0;
if (this[0x328] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x328] = (CTeamplayRoundBasedRules)0x0;
}
if (this[0x329] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x329] = (CTeamplayRoundBasedRules)0x0;
}
if (*(float *)(this + 0x32c) != -1.0) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(undefined4 *)(this + 0x32c) = 0xbf800000;
}
if (*(float *)(this + 0x330) != 0.0) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(undefined4 *)(this + 0x330) = 0;
}
this[0x269] = (CTeamplayRoundBasedRules)0x0;
this[0x255] = (CTeamplayRoundBasedRules)0x1;
this[0x256] = (CTeamplayRoundBasedRules)0x1;
this[599] = (CTeamplayRoundBasedRules)0x1;
if (*(int *)(this + 800) != 0) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(undefined4 *)(this + 800) = 0;
}
*(undefined4 *)(this + 0x27c) = 0;
*(undefined4 *)(this + 0x284) = 0;
this[0x308] = (CTeamplayRoundBasedRules)0x0;
this[0x309] = (CTeamplayRoundBasedRules)0x0;
*(undefined4 *)(this + 0x30c) = 0;
*(undefined4 *)(this + 0x458) = 0;
this[0x460] = (CTeamplayRoundBasedRules)0x0;
*(undefined4 *)(this + 0x464) = 0xbf800000;
*(undefined4 *)(this + 0x248) = 0;
*(undefined4 *)(this + 0x310) = 0;
this[0x314] = (CTeamplayRoundBasedRules)0x0;
if (this[0x3d4] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x3d4] = (CTeamplayRoundBasedRules)0x0;
}
if (this[0x329] != (CTeamplayRoundBasedRules)0x0) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x329] = (CTeamplayRoundBasedRules)0x0;
}
if ((*(int *)(mp_tournament._28_4_ + 0x30) != 0) && (this[0x329] != (CTeamplayRoundBasedRules)0x1)
) {
CGameRulesProxy::NotifyNetworkStateChanged();
this[0x329] = (CTeamplayRoundBasedRules)0x1;
}
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.