L L4D2node

CTerrorGameRules::RunVersusTieBreaker

0x00506010 · 172 bytes · __thiscall

_ZN16CTerrorGameRules19RunVersusTieBreakerEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::RunVersusTieBreaker() */

void __thiscall CTerrorGameRules::RunVersusTieBreaker(CTerrorGameRules *this)

{
  int iVar1;
  int iVar2;
  int local_10;
  
  if (*(int *)(this + 0x3a8) < *(int *)(this + 0x3a4)) {
    iVar2 = *(int *)(this + 0x38c) + *(int *)(vs_tiebreak_bonus._28_4_ + 0x30);
    local_10 = iVar2;
    iVar1 = memcmp(this + 0x38c,&local_10,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + 0x38c) = iVar2;
    }
  }
  else if (*(int *)(this + 0x3a4) < *(int *)(this + 0x3a8)) {
    iVar2 = *(int *)(this + 0x390) + *(int *)(vs_tiebreak_bonus._28_4_ + 0x30);
    local_10 = iVar2;
    iVar1 = memcmp(this + 0x390,&local_10,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(int *)(this + 0x390) = iVar2;
      return;
    }
  }
  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)