L L4D2node

CTeamplayRoundBasedRules::GetRespawnWaveMaxLength

0x004cc9d0 · 236 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules23GetRespawnWaveMaxLengthEib

Decompiled

undefined (3 params)

/* CTeamplayRoundBasedRules::GetRespawnWaveMaxLength(int, bool) */

longdouble __thiscall
CTeamplayRoundBasedRules::GetRespawnWaveMaxLength
          (CTeamplayRoundBasedRules *this,int param_1,bool param_2)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  
  fVar2 = 0.0;
  if (((*(int *)(this + 0x318) == 4) && (*(int *)(mp_disable_respawn_times._28_4_ + 0x30) == 0)) &&
     ((*(int *)(mp_tournament._28_4_ + 0x30) == 0 || (this[0x328] == (CTeamplayRoundBasedRules)0x0))
     )) {
    fVar3 = *(float *)(this + param_1 * 4 + 0x3d8);
    if (fVar3 < 0.0) {
      fVar3 = *(float *)(mp_respawnwavetime._28_4_ + 0x2c);
    }
    fVar2 = fVar3;
    if ((5.0 < fVar3) && (param_2)) {
      lVar1 = (longdouble)GetRespawnTimeScalar(this,param_1);
      fVar2 = 5.0;
      if (5.0 <= (float)lVar1 * fVar3) {
        lVar1 = (longdouble)GetRespawnTimeScalar(this,param_1);
        fVar2 = fVar3 * (float)lVar1;
      }
    }
  }
  return (longdouble)fVar2;
}

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)