L L4D2node

CFinaleTrigger::OnFinaleEscapeVehicleReadyForSurvivors

0x004eac80 · 218 bytes · __cdecl

_ZN14CFinaleTrigger38OnFinaleEscapeVehicleReadyForSurvivorsER11inputdata_t

Decompiled

undefined (1 param)

/* CFinaleTrigger::OnFinaleEscapeVehicleReadyForSurvivors(inputdata_t&) */

void CFinaleTrigger::OnFinaleEscapeVehicleReadyForSurvivors(inputdata_t *param_1)

{
  CDirector *pCVar1;
  int iVar2;
  undefined4 *puVar3;
  int in_GS_OFFSET;
  byte bVar4;
  VehicleReady local_11d;
  undefined4 local_11c;
  char *local_118;
  char *local_114;
  char local_110 [4];
  undefined4 local_10c [63];
  int local_10;
  
  bVar4 = 0;
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  CDirector::OnFinaleEscapeVehicleReady(TheDirector);
  puVar3 = local_10c;
  for (iVar2 = 0x3f; iVar2 != 0; iVar2 = iVar2 + -1) {
    *puVar3 = 0;
    puVar3 = puVar3 + (uint)bVar4 * -2 + 1;
  }
  pCVar1 = TheDirector + 0x3b4;
  local_110[0] = '\0';
  local_110[1] = '\0';
  local_110[2] = '\0';
  local_110[3] = '\0';
  V_strncat(local_110,"ScenarioName:",0x100,-1);
  V_strncat(local_110,(char *)pCVar1,0x100,-1);
  local_118 = "FinalVehicleArrived";
  local_11c = 0;
  local_114 = local_110;
  ForEachSurvivor<DispatchResponseToSurvivors>((DispatchResponseToSurvivors *)&local_11c);
  ForEachSurvivor<VehicleReady>(&local_11d);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)