L L4D2node

CDirectorScriptedEventManager::UpdateScriptedDelayStage

0x008b5c90 · 302 bytes · __thiscall

_ZN29CDirectorScriptedEventManager24UpdateScriptedDelayStageEi

Decompiled

undefined (2 params)

/* CDirectorScriptedEventManager::UpdateScriptedDelayStage(int) */

undefined4 __thiscall
CDirectorScriptedEventManager::UpdateScriptedDelayStage
          (CDirectorScriptedEventManager *this,int param_1)

{
  longdouble lVar1;
  float fVar2;
  
  if (param_1 != -1) {
    if (0.0 < *(float *)(this + 0x98)) {
      lVar1 = (longdouble)CountdownTimer::Now();
      if ((float)lVar1 < *(float *)(this + 0x98)) {
        if (this[0x112] == (CDirectorScriptedEventManager)0x0) {
          return 1;
        }
        this[0x112] = (CDirectorScriptedEventManager)0x0;
      }
      else {
        this[0x112] = (CDirectorScriptedEventManager)0x0;
      }
      return 0;
    }
    fVar2 = (float)param_1;
    lVar1 = (longdouble)CountdownTimer::Now();
    if ((float)lVar1 + fVar2 != *(float *)(this + 0x98)) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
      *(float *)(this + 0x98) = (float)lVar1 + fVar2;
    }
    if (fVar2 != *(float *)(this + 0x94)) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x94);
      *(float *)(this + 0x94) = fVar2;
    }
    CTerrorGameRules::SetHoldoutCooldownEndTime(g_pGameRules,fVar2 + *(float *)(gpGlobals + 0xc));
  }
  return 1;
}

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)