L L4D2node

CTerrorGameRules::OnFinaleEscape

0x005060d0 · 139 bytes · __thiscall

_ZN16CTerrorGameRules14OnFinaleEscapeERK10CUtlVectorIP13CTerrorPlayer10CUtlMemoryIS2_iEE

Decompiled

undefined (2 params)

/* CTerrorGameRules::OnFinaleEscape(CUtlVector<CTerrorPlayer*, CUtlMemory<CTerrorPlayer*, int> >
   const&) */

void __thiscall CTerrorGameRules::OnFinaleEscape(CTerrorGameRules *this,CUtlVector *param_1)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  
  iVar3 = 0;
  this[0x424] = (CTerrorGameRules)0x0;
  this[0x425] = (CTerrorGameRules)0x0;
  this[0x426] = (CTerrorGameRules)0x0;
  this[0x427] = (CTerrorGameRules)0x0;
  if (0 < *(int *)(param_1 + 0xc)) {
    do {
      while ((((piVar1 = *(int **)(*(int *)param_1 + iVar3 * 4), piVar1 == (int *)0x0 ||
               (cVar2 = (**(code **)(*piVar1 + 300))(piVar1), cVar2 == '\0')) ||
              (cVar2 = (**(code **)(*piVar1 + 0x7e8))(piVar1), cVar2 != '\0')) ||
             (3 < (uint)piVar1[0xae8]))) {
        iVar3 = iVar3 + 1;
        if (*(int *)(param_1 + 0xc) <= iVar3) {
          return;
        }
      }
      iVar3 = iVar3 + 1;
      this[piVar1[0xae8] + 0x424] = (CTerrorGameRules)0x1;
    } while (iVar3 < *(int *)(param_1 + 0xc));
  }
  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)