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 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.