CTeamplayRules::CTeamplayRules
0x004d1960 · 103 bytes · __thiscall
_ZN14CTeamplayRulesC2Ev
Decompiled
undefined (1 param)
/* CTeamplayRules::CTeamplayRules() */
void __thiscall CTeamplayRules::CTeamplayRules(CTeamplayRules *this)
{
int iVar1;
undefined4 *puVar2;
byte bVar3;
bVar3 = 0;
CMultiplayRules::CMultiplayRules((CMultiplayRules *)this);
*(undefined ***)this = &PTR_Name_00c212e8;
this[0x38] = (CTeamplayRules)0x0;
this[0x39] = (CTeamplayRules)0x0;
puVar2 = &team_names;
for (iVar1 = 0x80; iVar1 != 0; iVar1 = iVar1 + -1) {
*puVar2 = 0;
puVar2 = puVar2 + (uint)bVar3 * -2 + 1;
}
this[0x23b] = (CTeamplayRules)0x0;
this[0x23c] = (CTeamplayRules)0x0;
num_teams = 0;
puVar2 = &team_scores;
for (iVar1 = 0x20; iVar1 != 0; iVar1 = iVar1 + -1) {
*puVar2 = 0;
puVar2 = puVar2 + (uint)bVar3 * -2 + 1;
}
this[0x3b] = (CTeamplayRules)0x0;
/* try { // try from 004d19bb to 004d19bf has its CatchHandler @ 004d19c7 */
RecountTeams(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.