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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.