L L4D2node

CDirectorSurvivalMode::OnGameplayStart

0x008beb00 · 313 bytes · __thiscall

_ZN21CDirectorSurvivalMode15OnGameplayStartEv

Decompiled

undefined (1 param)

/* CDirectorSurvivalMode::OnGameplayStart() */

void __thiscall CDirectorSurvivalMode::OnGameplayStart(CDirectorSurvivalMode *this)

{
  CDirectorSurvivalMode *pCVar1;
  float fVar2;
  float fVar3;
  longdouble lVar4;
  
  pCVar1 = this + 0x44;
  if (*(float *)(this + 0x4c) != -1.0) {
    (**(code **)(*(int *)(this + 0x44) + 4))(pCVar1,this + 0x4c);
    *(undefined4 *)(this + 0x4c) = 0xbf800000;
  }
  this[2] = (CDirectorSurvivalMode)0x0;
  lVar4 = (longdouble)
          CDirector::GetScriptValue
                    (TheDirector,"SurvivalSetupTime",
                     *(float *)(DirectorPrivate_DirectorSurvivalSetupTime._28_4_ + 0x2c));
  fVar3 = (float)lVar4;
  if (0.0 < fVar3) {
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + fVar3 == *(float *)(this + 0x4c)) {
      fVar2 = *(float *)(this + 0x48);
    }
    else {
      (**(code **)(*(int *)(this + 0x44) + 4))(pCVar1,this + 0x4c);
      fVar2 = *(float *)(this + 0x48);
      *(float *)(this + 0x4c) = (float)lVar4 + fVar3;
    }
    if (fVar3 != fVar2) {
      (**(code **)(*(int *)(this + 0x44) + 4))(pCVar1,this + 0x48);
      *(float *)(this + 0x48) = fVar3;
    }
    *(int *)(this + 0x9c) =
         ((int)((int)ROUND(fVar3) - (uint)(fVar3 < (float)(int)ROUND(fVar3))) / 10) * 10;
  }
  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)