L L4D2node

CCSGameRules::GetMapRemainingTime

0x00438840 · 192 bytes · __thiscall

_ZN12CCSGameRules19GetMapRemainingTimeEv

Decompiled

undefined (1 param)

/* CCSGameRules::GetMapRemainingTime() */

longdouble __thiscall CCSGameRules::GetMapRemainingTime(CCSGameRules *this)

{
  char *pcVar1;
  int iVar2;
  float fVar3;
  
  pcVar1 = "FCVAR_NEVER_AS_STRING";
  if ((nextlevel._20_4_ & 0x1000) == 0) {
    pcVar1 = "";
    if (*(char **)(nextlevel._28_4_ + 0x24) != (char *)0x0) {
      pcVar1 = *(char **)(nextlevel._28_4_ + 0x24);
    }
  }
  if (*pcVar1 != '\0') {
    pcVar1 = "FCVAR_NEVER_AS_STRING";
    if ((nextlevel._20_4_ & 0x1000) == 0) {
      pcVar1 = "";
      if (*(char **)(nextlevel._28_4_ + 0x24) != (char *)0x0) {
        pcVar1 = *(char **)(nextlevel._28_4_ + 0x24);
      }
    }
    iVar2 = (**(code **)(*engine + 4))(engine,pcVar1);
    fVar3 = 0.0;
    if (iVar2 != 0) goto LAB_004388dc;
  }
  if (*(int *)(mp_timelimit._28_4_ + 0x30) < 1) {
    return (longdouble)-1.0;
  }
  fVar3 = ((float)(*(int *)(mp_timelimit._28_4_ + 0x30) * 0x3c) - *(float *)(gpGlobals + 0xc)) +
          *(float *)(this + 0x248);
  if (fVar3 <= 0.0) {
    fVar3 = 0.0;
  }
LAB_004388dc:
  return (longdouble)fVar3;
}

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)