CTerrorGameRules::PlayersAllowedToAttack
0x00503ba0 · 62 bytes · __thiscall
_ZNK16CTerrorGameRules22PlayersAllowedToAttackEv
Decompiled
undefined (1 param)
/* CTerrorGameRules::PlayersAllowedToAttack() const */
bool __thiscall CTerrorGameRules::PlayersAllowedToAttack(CTerrorGameRules *this)
{
char cVar1;
bool bVar2;
float fVar3;
cVar1 = CCSGameRules::IsFreezePeriod((CCSGameRules *)this);
bVar2 = false;
if (cVar1 == '\0') {
fVar3 = *(float *)(this + 0x244) + *(float *)(ZombieRoundStartAttackPrevention._28_4_ + 0x2c);
bVar2 = fVar3 < *(float *)(gpGlobals + 0xc) || fVar3 == *(float *)(gpGlobals + 0xc);
}
return bVar2;
}
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.