CTeamplayRoundBasedRules::ResetMapTime
0x004cbee0 · 206 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules12ResetMapTimeEv
Decompiled
undefined (1 param)
/* CTeamplayRoundBasedRules::ResetMapTime() */
void __thiscall CTeamplayRoundBasedRules::ResetMapTime(CTeamplayRoundBasedRules *this)
{
float fVar1;
int *piVar2;
int iVar3;
int iVar4;
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x330)) {
CGameRulesProxy::NotifyNetworkStateChanged();
*(float *)(this + 0x330) = fVar1;
}
piVar2 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"teamplay_map_time_remaining",0,0);
if (piVar2 != (int *)0x0) {
iVar4 = (int)(((float)(*(int *)(mp_timelimit._28_4_ + 0x30) * 0x3c) -
*(float *)(gpGlobals + 0xc)) + *(float *)(this + 0x330));
iVar3 = 0;
if (-1 < iVar4) {
iVar3 = iVar4;
}
(**(code **)(*piVar2 + 0x30))(piVar2,"seconds",iVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar2,0);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.