L L4D2node

CDirector::GetSpecialSlotCountdownTime

0x00878c80 · 105 bytes · __thiscall

_ZN9CDirector27GetSpecialSlotCountdownTimeEv

Decompiled

undefined (1 param)

/* CDirector::GetSpecialSlotCountdownTime() */

longdouble __thiscall CDirector::GetSpecialSlotCountdownTime(CDirector *this)

{
  char cVar1;
  longdouble lVar2;
  float local_10 [2];
  
  lVar2 = (longdouble)GetSpecialRespawnInterval(this);
  local_10[0] = (float)lVar2;
  cVar1 = CDirectorChallengeMode::GetSpecialSlotCountdownTime
                    (*(CDirectorChallengeMode **)(this + 0x648),local_10);
  if (cVar1 == '\0') {
    lVar2 = (longdouble)GetScriptValue(this,"GetSpecialSlotCountdownTime",local_10[0]);
    local_10[0] = (float)lVar2;
  }
  return (longdouble)local_10[0];
}

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)