L L4D2node

CC_CH_TournamentRestart

0x004c8b60 · 65 bytes · unknown

_Z23CC_CH_TournamentRestartv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CC_CH_TournamentRestart() */

void CC_CH_TournamentRestart(void)

{
  int *piVar1;
  
  if ((g_pGameRules != 0) &&
     (piVar1 = (int *)__dynamic_cast(g_pGameRules,&CGameRules::typeinfo,
                                     &CTeamplayRoundBasedRules::typeinfo,0), piVar1 != (int *)0x0))
  {
    (**(code **)(*piVar1 + 0x2d4))(piVar1);
  }
  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)