L L4D2node

CTerrorGameRules::SetTeamRoundTime

0x00508c10 · 88 bytes · __thiscall

_ZN16CTerrorGameRules16SetTeamRoundTimeEif

Decompiled

undefined (3 params)

/* CTerrorGameRules::SetTeamRoundTime(int, float) */

void __thiscall CTerrorGameRules::SetTeamRoundTime(CTerrorGameRules *this,int param_1,float param_2)

{
  int iVar1;
  
  if (0 < param_1) {
    iVar1 = memcmp(this + (param_1 + -1) * 4 + 0x3dc,&param_2,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(float *)(this + (param_1 + -1) * 4 + 0x3dc) = param_2;
      return;
    }
  }
  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)