L L4D2node

CTeamplayRules::RecountTeams

0x004d16e0 · 479 bytes · __thiscall

_ZN14CTeamplayRules12RecountTeamsEv

Decompiled

undefined (1 param)

/* CTeamplayRules::RecountTeams() */

void __thiscall CTeamplayRules::RecountTeams(CTeamplayRules *this)

{
  char *pcVar1;
  CBaseEntity *this_00;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined4 *puVar5;
  int in_GS_OFFSET;
  byte bVar6;
  char local_220 [512];
  int local_20;
  
  bVar6 = 0;
  num_teams = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_220,(char *)(this + 0x3b),0x200);
  pcVar1 = strtok(local_220,";");
  while ((pcVar1 != (char *)0x0 && (*pcVar1 != '\0'))) {
    iVar3 = (**(code **)(*(int *)this + 0x1b0))(this,pcVar1);
    if (iVar3 < 0) {
      V_strncpy((char *)(&team_names + num_teams * 4),pcVar1,0x10);
      num_teams = num_teams + 1;
    }
    pcVar1 = strtok((char *)0x0,";");
  }
  if (num_teams < 2) {
    num_teams = 0;
    this[0x3a] = (CTeamplayRules)0x0;
  }
  iVar4 = 1;
  puVar5 = &team_scores;
  for (iVar3 = 0x20; iVar3 != 0; iVar3 = iVar3 + -1) {
    *puVar5 = 0;
    puVar5 = puVar5 + (uint)bVar6 * -2 + 1;
  }
  if (0 < *(int *)(gpGlobals + 0x14)) {
LAB_004d17fd:
    do {
      this_00 = (CBaseEntity *)UTIL_PlayerByIndex(iVar4);
      if (this_00 != (CBaseEntity *)0x0) {
        pcVar1 = (char *)CBaseEntity::TeamID(this_00);
        iVar2 = (**(code **)(*(int *)this + 0x1b0))(this,pcVar1);
        iVar3 = num_teams;
        if (iVar2 < 0) {
          if (this[0x3a] != (CTeamplayRules)0x0) goto LAB_004d17ec;
          puVar5 = &team_scores + num_teams;
          num_teams = num_teams + 1;
          *puVar5 = 0;
          V_strncpy((char *)(&team_names + iVar3 * 4),pcVar1,0x10);
          iVar2 = iVar3;
          if (iVar3 < 0) {
            iVar4 = iVar4 + 1;
            if (*(int *)(gpGlobals + 0x14) < iVar4) break;
            goto LAB_004d17fd;
          }
        }
        (&team_scores)[iVar2] = (&team_scores)[iVar2] + *(int *)(this_00 + 0x1f5c);
      }
LAB_004d17ec:
      iVar4 = iVar4 + 1;
    } while (iVar4 <= *(int *)(gpGlobals + 0x14));
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)