COuttroStats::InputSkipStateChanged
0x00687040 · 232 bytes · __cdecl
_ZN12COuttroStats21InputSkipStateChangedER11inputdata_t
Decompiled
undefined (1 param)
/* COuttroStats::InputSkipStateChanged(inputdata_t&) */
void COuttroStats::InputSkipStateChanged(inputdata_t *param_1)
{
char cVar1;
int local_34;
int local_30;
undefined **local_2c [8];
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
if (cVar1 == '\0') {
local_34 = 0;
local_30 = 0;
CalcSkipState((COuttroStats *)param_1,&local_34,&local_30);
DevMsg("COuttroStats: Skip state changed. %d players, %d skips\n",local_30,local_34);
if (1 < local_30) {
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 006870b1 to 006870b5 has its CatchHandler @ 00687132 */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
/* try { // try from 006870c0 to 006870c4 has its CatchHandler @ 00687144 */
CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
/* try { // try from 006870d0 to 006870ef has its CatchHandler @ 0068715d */
UserMessageBegin((IRecipientFilter *)local_2c,"StatsSkipState");
MessageWriteByte(local_34);
MessageWriteByte(local_30);
MessageEnd();
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
}
return;
}
CalcPZStats((COuttroStats *)param_1,(SEndGameVoteStats *)local_2c);
SendPZEndGameMessage((COuttroStats *)param_1,(SEndGameVoteStats *)local_2c);
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.