CTeamplayRoundBasedRules::AddTeamRespawnWaveTime
0x004c98f0 · 149 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules22AddTeamRespawnWaveTimeEif
Decompiled
undefined (3 params)
/* CTeamplayRoundBasedRules::AddTeamRespawnWaveTime(int, float) */
void __thiscall
CTeamplayRoundBasedRules::AddTeamRespawnWaveTime
(CTeamplayRoundBasedRules *this,int param_1,float param_2)
{
int iVar1;
float local_10 [2];
local_10[0] = *(float *)(this + param_1 * 4 + 0x3d8);
if (local_10[0] < 0.0) {
local_10[0] = *(float *)(mp_respawnwavetime._28_4_ + 0x2c);
}
if (*(float *)(this + param_1 * 4 + 0x288) <= 0.0 && *(float *)(this + param_1 * 4 + 0x288) != 0.0
) {
*(float *)(this + param_1 * 4 + 0x288) = local_10[0];
}
local_10[0] = local_10[0] + param_2;
if (local_10[0] < 0.0) {
local_10[0] = 0.0;
}
iVar1 = memcmp(this + param_1 * 4 + 0x3d8,local_10,4);
if (iVar1 != 0) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(float *)(this + param_1 * 4 + 0x3d8) = local_10[0];
}
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.