L L4D2node

CDirectorScavengeMode::GetRoundSetupTimeRemaining

0x008b2a00 · 99 bytes · __thiscall

_ZNK21CDirectorScavengeMode26GetRoundSetupTimeRemainingEv

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::GetRoundSetupTimeRemaining() const */

int __thiscall CDirectorScavengeMode::GetRoundSetupTimeRemaining(CDirectorScavengeMode *this)

{
  float fVar1;
  longdouble lVar2;
  
  if (0.0 < *(float *)(this + 0x18)) {
    lVar2 = (longdouble)CountdownTimer::Now();
    fVar1 = *(float *)(this + 0x18);
    if ((float)lVar2 < fVar1) {
      lVar2 = (longdouble)CountdownTimer::Now();
      return (int)(fVar1 - (float)lVar2);
    }
  }
  return 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)