L L4D2node

CDirectorScavengeMode::OnBeginRoundSetupTime

0x008b3ad0 · 169 bytes · __thiscall

_ZN21CDirectorScavengeMode21OnBeginRoundSetupTimeEv

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::OnBeginRoundSetupTime() */

void __thiscall CDirectorScavengeMode::OnBeginRoundSetupTime(CDirectorScavengeMode *this)

{
  float fVar1;
  longdouble lVar2;
  undefined4 local_1c;
  char *local_18;
  undefined1 local_14;
  undefined4 local_10;
  
  fVar1 = *(float *)(scavenge_round_setup_time._28_4_ + 0x2c);
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + fVar1 != *(float *)(this + 0x18)) {
    (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x18);
    *(float *)(this + 0x18) = (float)lVar2 + fVar1;
  }
  if (fVar1 != *(float *)(this + 0x14)) {
    (**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x14);
    *(float *)(this + 0x14) = fVar1;
  }
  local_1c = 0xffffffff;
  local_18 = "ready_countdown";
  local_14 = 1;
  local_10 = 0;
  ForEachTerrorPlayer<CShowViewportPanel>((CShowViewportPanel *)&local_1c);
  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)