L L4D2node

CTeamplayRoundBasedRules::State_Think_STARTGAME

0x004cb890 · 89 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules21State_Think_STARTGAMEEv

Decompiled

undefined (1 param)

/* CTeamplayRoundBasedRules::State_Think_STARTGAME() */

void __thiscall CTeamplayRoundBasedRules::State_Think_STARTGAME(CTeamplayRoundBasedRules *this)

{
  if (*(float *)(this + 0x244) <= *(float *)(gpGlobals + 0xc) &&
      *(float *)(gpGlobals + 0xc) != *(float *)(this + 0x244)) {
    if (0.0 < *(float *)(mp_waitingforplayers_time._28_4_ + 0x2c)) {
      SetInWaitingForPlayers(this,true);
    }
    State_Leave(this);
    State_Enter(this,3);
  }
  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)