L L4D2node

CDirectorScriptedEventManager::SetHoldoutCooldownEndTime

0x008b5f40 · 267 bytes · __thiscall

_ZN29CDirectorScriptedEventManager25SetHoldoutCooldownEndTimeEf

Decompiled

undefined (2 params)

/* CDirectorScriptedEventManager::SetHoldoutCooldownEndTime(float) */

void __thiscall
CDirectorScriptedEventManager::SetHoldoutCooldownEndTime
          (CDirectorScriptedEventManager *this,float param_1)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  
  if (0.0 < *(float *)(this + 0x98)) {
    fVar3 = param_1 - *(float *)(gpGlobals + 0xc);
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + fVar3 == *(float *)(this + 0x98)) {
      fVar1 = *(float *)(this + 0x94);
    }
    else {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
      fVar1 = *(float *)(this + 0x94);
      *(float *)(this + 0x98) = (float)lVar2 + fVar3;
    }
    if (fVar3 != fVar1) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x94);
      *(float *)(this + 0x94) = fVar3;
    }
    CTerrorGameRules::SetHoldoutCooldownEndTime(g_pGameRules,param_1);
    return;
  }
  Warning();
  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)