L L4D2node

CTerrorGameRules::ClearRoundDurations

0x00507520 · 125 bytes · __thiscall

_ZN16CTerrorGameRules19ClearRoundDurationsEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::ClearRoundDurations() */

void __thiscall CTerrorGameRules::ClearRoundDurations(CTerrorGameRules *this)

{
  int iVar1;
  undefined4 local_10;
  
  local_10 = 0;
  iVar1 = memcmp(this + 0x470,&local_10,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x470) = 0;
  }
  local_10 = 0;
  iVar1 = memcmp(this + 0x474,&local_10,4);
  if (iVar1 != 0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x474) = 0;
  }
  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)