L L4D2node

CTeamplayRoundBasedRules::GetMinTimeWhenPlayerMaySpawn

0x004ccad0 · 131 bytes · __thiscall

_ZN24CTeamplayRoundBasedRules28GetMinTimeWhenPlayerMaySpawnEP11CBasePlayer

Decompiled

undefined (2 params)

/* CTeamplayRoundBasedRules::GetMinTimeWhenPlayerMaySpawn(CBasePlayer*) */

longdouble __thiscall
CTeamplayRoundBasedRules::GetMinTimeWhenPlayerMaySpawn
          (CTeamplayRoundBasedRules *this,CBasePlayer *param_1)

{
  float fVar1;
  float fVar2;
  int iVar3;
  longdouble lVar4;
  
  fVar1 = *(float *)(spec_freeze_traveltime._28_4_ + 0x2c);
  fVar2 = *(float *)(spec_freeze_time._28_4_ + 0x2c);
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  lVar4 = (longdouble)GetRespawnWaveMaxLength(this,iVar3,false);
  return (longdouble)(fVar1 + fVar2 + 2.0 + *(float *)(param_1 + 0x1d5c) + (float)lVar4);
}

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)