L L4D2node

CTeamplayRules::Think

0x004d0de0 · 168 bytes · __thiscall

_ZN14CTeamplayRules5ThinkEv

Decompiled

undefined (1 param)

/* CTeamplayRules::Think() */

void __thiscall CTeamplayRules::Think(CTeamplayRules *this)

{
  int iVar1;
  int iVar2;
  float fVar3;
  
  CMultiplayRules::Think((CMultiplayRules *)this);
  if (g_fGameOver != '\0') {
    CMultiplayRules::Think((CMultiplayRules *)this);
    return;
  }
  fVar3 = *(float *)(mp_timelimit._28_4_ + 0x2c) * 60.0;
  if ((fVar3 == 0.0) ||
     (*(float *)(gpGlobals + 0xc) <= fVar3 && fVar3 != *(float *)(gpGlobals + 0xc))) {
    if ((*(float *)(fraglimit._28_4_ + 0x2c) == 0.0) || (num_teams < 1)) {
      return;
    }
    iVar2 = 0;
    iVar1 = team_scores;
    while ((float)iVar1 < *(float *)(fraglimit._28_4_ + 0x2c)) {
      iVar2 = iVar2 + 1;
      if (iVar2 == num_teams) {
        return;
      }
      iVar1 = (&team_scores)[iVar2];
    }
  }
                    /* WARNING: Could not recover jumptable at 0x004d0e80. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x244))();
  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)