L L4D2node

CTeamplayRoundBasedRules::CheckTimeLimit

0x004c9fa0 · 453 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules14CheckTimeLimitEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::CheckTimeLimit() */

undefined4 __thiscall CTeamplayRoundBasedRules::CheckTimeLimit(CTeamplayRoundBasedRules *this)

{
  int iVar1;
  bool bVar2;
  char cVar3;
  int *piVar4;
  int iVar5;
  
  if ((*(int *)(mp_tournament._28_4_ + 0x30) != 0) && (this[0x328] != (CTeamplayRoundBasedRules)0x0)
     ) {
    return 0;
  }
  if ((*(int *)(mp_timelimit._28_4_ + 0x30) < 1) ||
     (cVar3 = (**(code **)(*(int *)this + 0x2ec))(this), cVar3 == '\0')) {
    if (this[0x309] == (CTeamplayRoundBasedRules)0x0) {
      return 0;
    }
    iVar5 = *(int *)(mp_timelimit._28_4_ + 0x30);
    if (iVar5 < 6) goto LAB_004ca006;
LAB_004ca0f8:
    bVar2 = (int)(((float)(iVar5 * 0x3c) - *(float *)(gpGlobals + 0xc)) + *(float *)(this + 0x330))
            < 300;
    iVar1 = *(int *)(mp_tournament._28_4_ + 0x30);
  }
  else {
    iVar5 = *(int *)(mp_timelimit._28_4_ + 0x30);
    if (5 < iVar5) goto LAB_004ca0f8;
LAB_004ca006:
    bVar2 = false;
    iVar1 = *(int *)(mp_tournament._28_4_ + 0x30);
  }
  if (iVar1 == 0) {
    cVar3 = (**(code **)(*(int *)this + 0x29c))(this);
    iVar5 = *(int *)(mp_timelimit._28_4_ + 0x30);
    if (cVar3 == '\0') goto LAB_004ca019;
  }
  bVar2 = false;
LAB_004ca019:
  if (((0 < (int)((*(float *)(this + 0x330) - *(float *)(gpGlobals + 0xc)) + (float)(iVar5 * 0x3c)))
      && (this[0x309] == (CTeamplayRoundBasedRules)0x0)) && (!bVar2)) {
    return 0;
  }
  piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"teamplay_game_over",0,0)
  ;
  if (piVar4 != (int *)0x0) {
    (**(code **)(*piVar4 + 0x3c))(piVar4,"reason","Reached Time Limit");
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
  }
  (**(code **)(*(int *)this + 0x2b4))(this);
  (**(code **)(*(int *)this + 0x248))(this);
  return 1;
}

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)