L L4D2node

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 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)