CDirectorSurvivalMode::VoteRestartSurvivalRound
0x008beca0 · 178 bytes · __cdecl
_ZN21CDirectorSurvivalMode24VoteRestartSurvivalRoundEv
Decompiled
undefined (0 params)
/* CDirectorSurvivalMode::VoteRestartSurvivalRound() */
void CDirectorSurvivalMode::VoteRestartSurvivalRound(void)
{
int iVar1;
int iVar2;
longdouble lVar3;
CDirector::EndScenario(TheDirector,0xe);
iVar2 = TheDirector;
iVar1 = TheDirector + 0x268;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 1.0 != *(float *)(iVar2 + 0x270)) {
(**(code **)(*(int *)(iVar2 + 0x268) + 4))(iVar1,iVar2 + 0x270);
*(float *)(iVar2 + 0x270) = (float)lVar3 + 1.0;
}
if (*(float *)(iVar2 + 0x26c) != 1.0) {
(**(code **)(*(int *)(iVar2 + 0x268) + 4))(iVar1,iVar2 + 0x26c);
*(undefined4 *)(iVar2 + 0x26c) = 0x3f800000;
}
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.