L L4D2node

CTeamplayRoundBasedRules::RestoreActiveTimer

0x004caf90 · 157 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules18RestoreActiveTimerEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::RestoreActiveTimer() */

void __thiscall CTeamplayRoundBasedRules::RestoreActiveTimer(CTeamplayRoundBasedRules *this)

{
  uint uVar1;
  int *piVar2;
  undefined *puVar3;
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  uVar1 = *(uint *)(this + 600);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)) {
    local_20[0] = 1;
    local_14 = 0xffffffff;
    local_10 = 5;
    (**(code **)(*piVar2 + 0xb4))(piVar2,"ShowInHUD",0,0,local_20,0);
    *(undefined4 *)(this + 600) = 0xffffffff;
    return;
  }
  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)