L L4D2node

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 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)