CDirectorVersusMode::VersusUpdateScenarioState
0x008c3b80 · 209 bytes · __thiscall
_ZN19CDirectorVersusMode25VersusUpdateScenarioStateEv
Decompiled
undefined (1 param)
/* CDirectorVersusMode::VersusUpdateScenarioState() */
void __thiscall CDirectorVersusMode::VersusUpdateScenarioState(CDirectorVersusMode *this)
{
float fVar1;
char cVar2;
longdouble lVar3;
cVar2 = CTerrorGameRules::IsVersusMode();
if (cVar2 != '\0') {
if (*(float *)(this + 0x24) <= 0.0) {
fVar1 = *(float *)(versus_force_start_time._28_4_ + 0x2c);
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(this + 0x24)) {
(**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x24);
*(float *)(this + 0x24) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(this + 0x20)) {
(**(code **)(*(int *)(this + 0x1c) + 4))(this + 0x1c,this + 0x20);
*(float *)(this + 0x20) = fVar1;
}
}
else {
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x24) <= (float)lVar3) {
cVar2 = CDirector::HasAnySurvivorLeftSafeArea(TheDirector);
if (cVar2 == '\0') {
ForceVersusStart(this);
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.