L L4D2node

CHLTVDirector::StartDelayMessage

0x006d9750 · 184 bytes · __thiscall

_ZN13CHLTVDirector17StartDelayMessageEv

Decompiled

undefined (1 param)

/* CHLTVDirector::StartDelayMessage() */

void __thiscall CHLTVDirector::StartDelayMessage(CHLTVDirector *this)

{
  int *piVar1;
  
  if (*(int *)(gpGlobals + 0x18) < *(int *)(this + 0x38)) {
    return;
  }
  *(int *)(this + 0x38) =
       *(int *)(gpGlobals + 0x18) + (int)(6.0 / *(float *)(gpGlobals + 0x1c) + 0.5);
  piVar1 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"hltv_message",1,0);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x3c))(piVar1,"text","Please wait for broadcast to start ...");
    (**(code **)(**(int **)(this + 0x14) + 0x2c))(*(int **)(this + 0x14),piVar1);
    (**(code **)(*gameeventmanager + 0x2c))(gameeventmanager,piVar1);
  }
  (**(code **)(*(int *)this + 0x54))(this,1);
  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)