CRestartGameIssue::ExecuteCommand
0x00a04e00 · 166 bytes · __cdecl
_ZN17CRestartGameIssue14ExecuteCommandEv
Decompiled
undefined (0 params)
/* CRestartGameIssue::ExecuteCommand() */
void CRestartGameIssue::ExecuteCommand(void)
{
char cVar1;
KeyValues *this;
char *pcVar2;
cVar1 = CTerrorGameRules::IsSurvivalMode();
if (cVar1 != '\0') {
CDirectorSurvivalMode::VoteRestartSurvivalRound();
return;
}
cVar1 = CTerrorGameRules::IsVersusMode();
if (cVar1 == '\0') {
pcVar2 = *(char **)(gpGlobals + 0x3c);
if (pcVar2 == (char *)0x0) {
pcVar2 = "";
}
cVar1 = CTerrorGameRules::IsSingleChapterMode();
if (cVar1 == '\0') {
this = (KeyValues *)CTerrorGameRules::GetMissionFirstMap((KeyValues **)0x0);
if (this != (KeyValues *)0x0) {
pcVar2 = (char *)KeyValues::GetString(this,"map",pcVar2);
}
}
CDirector::RestartScenarioFromVote(TheDirector,pcVar2);
return;
}
CDirectorVersusMode::VoteRestartVersusLevel(*(CDirectorVersusMode **)(TheDirector + 0x63c));
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.