L L4D2node

CTeamplayRoundBasedRules::SetTeamRespawnWaveTime

0x004c9870 · 112 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules22SetTeamRespawnWaveTimeEif

Decompiled

undefined (3 params)

/* CTeamplayRoundBasedRules::SetTeamRespawnWaveTime(int, float) */

void __thiscall
CTeamplayRoundBasedRules::SetTeamRespawnWaveTime
          (CTeamplayRoundBasedRules *this,int param_1,float param_2)

{
  int iVar1;
  
  if (param_2 < 0.0) {
    param_2 = 0.0;
  }
  if (*(float *)(this + param_1 * 4 + 0x288) <= 0.0 && *(float *)(this + param_1 * 4 + 0x288) != 0.0
     ) {
    *(float *)(this + param_1 * 4 + 0x288) = param_2;
  }
  iVar1 = memcmp(this + param_1 * 4 + 0x3d8,&param_2,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(float *)(this + param_1 * 4 + 0x3d8) = param_2;
  }
  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)