L L4D2node

CTeamplayRoundBasedRules::SetOvertime

0x004c9b50 · 72 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules11SetOvertimeEb

Decompiled

undefined (2 params)

/* CTeamplayRoundBasedRules::SetOvertime(bool) */

void __thiscall CTeamplayRoundBasedRules::SetOvertime(CTeamplayRoundBasedRules *this,bool param_1)

{
  if (this[0x31c] != (CTeamplayRoundBasedRules)param_1) {
    if (param_1) {
      UTIL_LogPrintf("World triggered \"Round_Overtime\"\n");
      if (this[0x31c] == (CTeamplayRoundBasedRules)0x1) {
        return;
      }
    }
    CGameRulesProxy::NotifyNetworkStateChanged();
    this[0x31c] = (CTeamplayRoundBasedRules)param_1;
  }
  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)