L L4D2node

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 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)