CTeamplayRoundBasedRules::GetNextRespawnWave
0x004ccb90 · 176 bytes · __thiscall
_ZN24CTeamplayRoundBasedRules18GetNextRespawnWaveEiP11CBasePlayer
Decompiled
undefined (3 params)
/* CTeamplayRoundBasedRules::GetNextRespawnWave(int, CBasePlayer*) */
longdouble __thiscall
CTeamplayRoundBasedRules::GetNextRespawnWave
(CTeamplayRoundBasedRules *this,int param_1,CBasePlayer *param_2)
{
longdouble lVar1;
longdouble lVar2;
float fVar3;
fVar3 = 0.0;
if (*(int *)(this + 0x318) != 7) {
if (param_2 == (CBasePlayer *)0x0) {
return (longdouble)*(float *)(this + param_1 * 4 + 0x334);
}
lVar1 = (longdouble)GetMinTimeWhenPlayerMaySpawn(this,param_2);
fVar3 = *(float *)(this + param_1 * 4 + 0x334);
lVar2 = (longdouble)GetRespawnWaveMaxLength(this,param_1,true);
if (0.0 < (float)lVar2) {
for (; fVar3 < (float)lVar1; fVar3 = fVar3 + (float)lVar2) {
}
}
}
return (longdouble)fVar3;
}
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.