L L4D2node

CTeamplayRoundBasedRules::HandleTimeLimitChange

0x004c9110 · 141 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules21HandleTimeLimitChangeEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::HandleTimeLimitChange() */

void __thiscall CTeamplayRoundBasedRules::HandleTimeLimitChange(CTeamplayRoundBasedRules *this)

{
  uint uVar1;
  undefined *puVar2;
  
  if ((*(int *)(mp_timelimit._28_4_ + 0x30) < 1) ||
     ((int)(((float)(*(int *)(mp_timelimit._28_4_ + 0x30) * 0x3c) - *(float *)(gpGlobals + 0xc)) +
           *(float *)(this + 0x330)) < 1)) {
    uVar1 = *(uint *)(this + 0x264);
    if ((uVar1 != 0xffffffff) &&
       (((puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc &&
         (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
        (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)))) {
      UTIL_Remove(*(CBaseEntity **)(puVar2 + 4));
      *(undefined4 *)(this + 0x264) = 0xffffffff;
      return;
    }
  }
  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)