L L4D2node

CTeamplayRoundBasedRules::GetRespawnTimeScalar

0x004c99a0 · 90 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules20GetRespawnTimeScalarEi

Decompiled

undefined (2 params)

/* CTeamplayRoundBasedRules::GetRespawnTimeScalar(int) */

longdouble __thiscall
CTeamplayRoundBasedRules::GetRespawnTimeScalar(CTeamplayRoundBasedRules *this,int param_1)

{
  int *piVar1;
  int iVar2;
  float fVar3;
  
  piVar1 = (int *)GetGlobalTeam(param_1);
  iVar2 = (**(code **)(*piVar1 + 0x354))(piVar1);
  fVar3 = ((float)iVar2 + -1.0) * 0.14285715;
  if (1.0 <= fVar3) {
    fVar3 = 1.0;
  }
  if (fVar3 <= 0.0) {
    fVar3 = 0.0;
  }
  return (longdouble)(fVar3 * 0.75 + 0.25);
}

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)