CServerGameDLL::ServerHibernationUpdate
0x006cb170 · 382 bytes · __thiscall
_ZN14CServerGameDLL23ServerHibernationUpdateEb
Decompiled
undefined (2 params)
/* CServerGameDLL::ServerHibernationUpdate(bool) */
void __thiscall CServerGameDLL::ServerHibernationUpdate(CServerGameDLL *this,bool param_1)
{
char cVar1;
char *pcVar2;
int iVar3;
KeyValues *this_00;
char *pcVar4;
undefined4 local_2c;
undefined4 local_28;
undefined1 local_24;
int local_20;
undefined4 local_1c;
undefined4 local_18;
undefined1 local_14;
int local_10;
this[0xc] = (CServerGameDLL)param_1;
if (((param_1) && (TheDirector != (CDirector *)0x0)) && (g_pGameRules != 0)) {
cVar1 = (**(code **)(*engine + 8))(engine);
if ((cVar1 != '\0') && (this[0xc] != (CServerGameDLL)0x0)) {
local_28 = 2;
local_24 = 0;
local_20 = 0;
local_2c = 0xffffffff;
ForEachPlayer<PlayerCounter>((PlayerCounter *)&local_2c);
local_18 = 3;
local_14 = 0;
local_10 = 0;
local_1c = 0xffffffff;
ForEachPlayer<PlayerCounter>((PlayerCounter *)&local_1c);
if ((local_20 == 0) && (local_10 == 0)) {
pcVar4 = *(char **)(gpGlobals + 0x3c);
pcVar2 = "FCVAR_NEVER_AS_STRING";
if (pcVar4 == (char *)0x0) {
pcVar4 = "";
}
if (((mp_gamemode[0x15] & 0x10) == 0) &&
(pcVar2 = *(char **)(mp_gamemode._28_4_ + 0x24), pcVar2 == (char *)0x0)) {
pcVar2 = "";
}
iVar3 = StringAfterPrefix(pcVar2,"team");
if (iVar3 != 0) {
ConVar::SetValue(mp_gamemode);
}
cVar1 = CTerrorGameRules::IsSingleChapterMode();
if (cVar1 == '\0') {
this_00 = (KeyValues *)CTerrorGameRules::GetMissionFirstMap((KeyValues **)0x0);
if (this_00 != (KeyValues *)0x0) {
pcVar4 = (char *)KeyValues::GetString(this_00,"map",pcVar4);
}
}
CDirector::RestartScenarioFromVote(TheDirector,pcVar4);
CDirector::Restart(TheDirector);
CDirector::PlayerAvatarResetAll(TheDirector);
CDirectorSessionManager::Reset(*(CDirectorSessionManager **)(TheDirector + 0x634));
}
}
}
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.