L L4D2node

CTeamplayRoundBasedRules::HideActiveTimer

0x004cabe0 · 54 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules15HideActiveTimerEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::HideActiveTimer() */

void __thiscall CTeamplayRoundBasedRules::HideActiveTimer(CTeamplayRoundBasedRules *this)

{
  CBaseEntity *pCVar1;
  
  *(undefined4 *)(this + 600) = 0xffffffff;
  pCVar1 = (CBaseEntity *)0x0;
  do {
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,pCVar1,"team_round_timer");
  } while (pCVar1 != (CBaseEntity *)0x0);
  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)