L L4D2node

CCSGameRules::ReadMultiplayCvars

0x00437460 · 67 bytes · __thiscall

_ZN12CCSGameRules18ReadMultiplayCvarsEv

Decompiled

undefined (1 param)

/* CCSGameRules::ReadMultiplayCvars() */

void __thiscall CCSGameRules::ReadMultiplayCvars(CCSGameRules *this)

{
  int iVar1;
  
  iVar1 = (int)(*(float *)(mp_roundtime._28_4_ + 0x2c) * 60.0);
  if (iVar1 != *(int *)(this + 0x240)) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(int *)(this + 0x240) = iVar1;
  }
  *(undefined4 *)(this + 0x264) = *(undefined4 *)(mp_freezetime._28_4_ + 0x30);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)