CDirectorSessionManager::BeginTeamReadyCountdown
0x008bd8c0 · 124 bytes · __cdecl
_ZN23CDirectorSessionManager23BeginTeamReadyCountdownEf
Decompiled
undefined (1 param)
/* CDirectorSessionManager::BeginTeamReadyCountdown(float) */
void CDirectorSessionManager::BeginTeamReadyCountdown(float param_1)
{
longdouble lVar1;
if (*(char *)((int)param_1 + 0x18) == '\0') {
lVar1 = (longdouble)CountdownTimer::Now();
if ((float)lVar1 != *(float *)((int)param_1 + 0x24)) {
(**(code **)(*(int *)((int)param_1 + 0x1c) + 4))((int)param_1 + 0x1c,(int)param_1 + 0x24);
*(float *)((int)param_1 + 0x24) = (float)lVar1;
}
if (*(float *)((int)param_1 + 0x20) != 0.0) {
(**(code **)(*(int *)((int)param_1 + 0x1c) + 4))((int)param_1 + 0x1c,(int)param_1 + 0x20);
*(undefined4 *)((int)param_1 + 0x20) = 0;
return;
}
}
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.