L L4D2node

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 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)