CDirector::ResetResponseRulesOnRoundStart
0x00873f80 · 237 bytes · __cdecl
_ZN9CDirector30ResetResponseRulesOnRoundStartEv
Decompiled
undefined (0 params)
/* CDirector::ResetResponseRulesOnRoundStart() */
void CDirector::ResetResponseRulesOnRoundStart(void)
{
byte *pbVar1;
int *piVar2;
uint uVar3;
int *piVar4;
ushort uVar5;
int iVar6;
CBaseEntity *pCVar7;
pbVar1 = *(byte **)(gpGlobals + 0x58);
if ((((pbVar1 != (byte *)0x0) && ((*pbVar1 & 2) == 0)) &&
(piVar2 = *(int **)(pbVar1 + 0xc), piVar2 != (int *)0x0)) &&
(pCVar7 = (CBaseEntity *)(**(code **)(*piVar2 + 0x18))(piVar2), pCVar7 != (CBaseEntity *)0x0))
{
CBaseEntity::ClearAllContexts(pCVar7);
}
pCVar7 = (CBaseEntity *)0x0;
while (pCVar7 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar7,"func_orator"),
pCVar7 != (CBaseEntity *)0x0) {
CBaseEntity::ClearAllContexts(pCVar7);
}
piVar2 = (int *)CInfoRemarkable::GetListOfAllThatIsRemarkable();
uVar5 = *(ushort *)(piVar2 + 3);
uVar3 = (uint)uVar5;
if (((int)uVar3 < piVar2[1]) && (uVar5 <= *(ushort *)((int)piVar2 + 0x16))) {
iVar6 = *piVar2;
while( true ) {
piVar4 = (int *)(iVar6 + uVar3 * 8);
if ((uVar5 == *(ushort *)(piVar4 + 1)) && (uVar5 != *(ushort *)((int)piVar4 + 6))) break;
if (*piVar4 != 0) {
*(undefined4 *)(*piVar4 + 0x440) = 0;
iVar6 = *piVar2;
piVar4 = (int *)(uVar3 * 8 + iVar6);
}
uVar5 = *(ushort *)((int)piVar4 + 6);
uVar3 = (uint)uVar5;
if ((piVar2[1] <= (int)uVar3) || (*(ushort *)((int)piVar2 + 0x16) < uVar5)) break;
}
}
TerrorResetNoRepeatResponses();
CResponseQueue::Evacuate((CResponseQueue *)g_ResponseQueueManager._12_4_);
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.