CKickIssue::OnVoteStarted
0x00a05060 · 341 bytes · __thiscall
_ZN10CKickIssue13OnVoteStartedEv
Decompiled
undefined (1 param)
/* CKickIssue::OnVoteStarted() */
void __thiscall CKickIssue::OnVoteStarted(CKickIssue *this)
{
char cVar1;
CTerrorPlayer *pCVar2;
int iVar3;
int *piVar4;
char *pcVar5;
longdouble lVar6;
double dVar7;
CTerrorPlayer *local_10;
local_10 = (CTerrorPlayer *)0x0;
FindPlayerFromDetails(this,(char *)(this + 0x44),&local_10);
pCVar2 = (CTerrorPlayer *)0x0;
if (local_10 != (CTerrorPlayer *)0x0) {
cVar1 = CTerrorPlayer::IsAwayFromKeyboard(local_10);
pCVar2 = local_10;
if (cVar1 == '\0') {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)local_10);
pCVar2 = local_10;
if (iVar3 != 1) {
if (*(int *)(local_10 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(local_10 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
CVoteController::TryCastVote(g_voteController,iVar3,"No");
pCVar2 = local_10;
}
}
}
this[0x84] = (CKickIssue)0x0;
this[0x85] = (CKickIssue)0x0;
if (pCVar2 != (CTerrorPlayer *)0x0) {
if (*(int *)(pCVar2 + 0x30) == 0) {
iVar3 = 0;
}
else {
iVar3 = *(int *)(pCVar2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
piVar4 = (int *)(**(code **)(*engine + 0x54))(engine,iVar3);
if (piVar4 == (int *)0x0) {
dVar7 = 0.0;
}
else {
cVar1 = (**(code **)(*piVar4 + 0x1c))(piVar4);
if (cVar1 == '\0') {
pcVar5 = (char *)CBasePlayer::GetNetworkIDString((CBasePlayer *)local_10);
V_strncpy((char *)(this + 0x85),pcVar5,0x80);
return;
}
lVar6 = (longdouble)(**(code **)(*piVar4 + 0x58))(piVar4);
dVar7 = (double)(float)lVar6;
}
DevMsg("Will not ban kicked player: net channel was idle for %.2f sec.\n",dVar7);
this[0x84] = (CKickIssue)0x1;
}
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.