CDirector::Rematch
0x00884880 · 390 bytes · __thiscall
_ZN9CDirector7RematchEv
Decompiled
undefined (1 param)
/* CDirector::Rematch() */
void __thiscall CDirector::Rematch(CDirector *this)
{
CTerrorGameRules *this_00;
char cVar1;
KeyValues *this_01;
char *pcVar2;
longdouble lVar3;
lVar3 = (longdouble)IntervalTimer::Now();
if ((float)lVar3 != *(float *)(this + 0x3ac)) {
(**(code **)(*(int *)(this + 0x3a8) + 4))(this + 0x3a8,this + 0x3ac);
*(float *)(this + 0x3ac) = (float)lVar3;
}
*(undefined4 *)(this + 0x3b0) = 0;
if (*(float *)(this + 0x270) != -1.0) {
(**(code **)(*(int *)(this + 0x268) + 4))(this + 0x268,this + 0x270);
*(undefined4 *)(this + 0x270) = 0xbf800000;
}
ClearTeamScores(this,true);
this_00 = g_pGameRules;
this[0x4e5] = (CDirector)0x0;
this[0x4e6] = (CDirector)0x0;
CTerrorGameRules::ResetRoundNumber(this_00);
this[0x4e7] = (CDirector)0x0;
cVar1 = CTerrorGameRules::IsVersusMode();
if (cVar1 == '\0') {
cVar1 = CTerrorGameRules::IsSurvivalMode();
if ((cVar1 != '\0') && (cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 != '\0'))
{
pcVar2 = "";
if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
pcVar2 = *(char **)(gpGlobals + 0x3c);
}
RestartScenarioFromVote(TheDirector,pcVar2);
return;
}
if (*(float *)(this + 0x270) <= 0.0) {
EndScenario();
return;
}
}
else {
pcVar2 = *(char **)(gpGlobals + 0x3c);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
this_01 = (KeyValues *)CTerrorGameRules::GetMissionFirstMap((KeyValues **)0x0);
if (this_01 != (KeyValues *)0x0) {
pcVar2 = (char *)KeyValues::GetString(this_01,"map",pcVar2);
}
RestartScenarioFromVote(TheDirector,pcVar2);
}
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.