CBasePlayer::HandleVoteCommands
0x007b8320 · 494 bytes · __thiscall
_ZN11CBasePlayer18HandleVoteCommandsERK8CCommand
Decompiled
undefined (2 params)
/* CBasePlayer::HandleVoteCommands(CCommand const&) */
undefined4 __thiscall CBasePlayer::HandleVoteCommands(CBasePlayer *this,CCommand *param_1)
{
int iVar1;
undefined4 uVar2;
char *pcVar3;
int in_GS_OFFSET;
char local_50 [64];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
if (g_voteController == (CVoteController *)0x0) {
LAB_007b8410:
uVar2 = 0;
}
else {
iVar1 = *(int *)param_1;
if (iVar1 < 1) {
pcVar3 = "";
LAB_007b835d:
iVar1 = _V_stricmp(pcVar3,"Vote");
if (iVar1 != 0) goto LAB_007b8410;
iVar1 = *(int *)param_1;
}
else {
pcVar3 = *(char **)(param_1 + 0x408);
if (pcVar3 != "Vote") goto LAB_007b835d;
}
if (1 < iVar1) {
pcVar3 = *(char **)(param_1 + 0x40c);
if (*(int *)(this + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
uVar2 = CVoteController::TryCastVote(g_voteController,iVar1,pcVar3);
switch(uVar2) {
case 0:
V_snprintf(local_50,0x40,"Voting %s.",pcVar3);
break;
case 1:
V_snprintf(local_50,0x40,"Vote failed: server disabled.");
break;
case 2:
V_snprintf(local_50,0x40,"Vote failed: no active issue.");
break;
case 3:
V_snprintf(local_50,0x40,"Vote failed: team restricted.");
break;
case 4:
V_snprintf(local_50,0x40,"Vote failed: no changing vote.");
break;
case 5:
V_snprintf(local_50,0x40,"Vote failed: already voting %s.",pcVar3);
break;
case 6:
V_snprintf(local_50,0x40,"Vote failed: voting closed.");
break;
default:
V_snprintf(local_50,0x40,"Vote failed: system error.");
}
DevMsg("%s",local_50);
}
uVar2 = 1;
}
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return uVar2;
}
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.