CFinaleTrigger::OnForceFinaleStart
0x004eb110 · 144 bytes · __cdecl
_ZN14CFinaleTrigger18OnForceFinaleStartER11inputdata_t
Decompiled
undefined (1 param)
/* CFinaleTrigger::OnForceFinaleStart(inputdata_t&) */
void CFinaleTrigger::OnForceFinaleStart(inputdata_t *param_1)
{
char cVar1;
CTerrorPlayer *pCVar2;
if ((**(int **)(TheDirector + 0x638) == 5) &&
((cVar1 = CTerrorGameRules::IsSurvivalMode(), cVar1 != '\0' ||
(cVar1 = CDirector::AreAllSurvivorsInFinaleArea(), cVar1 != '\0')))) {
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
pCVar2 = (CTerrorPlayer *)
CDirectorTacticalServices::GetClosestSurvivor
(*(CDirectorTacticalServices **)(TheDirector + 0x628),
(Vector *)(param_1 + 0x2e0),false,true);
if (pCVar2 != (CTerrorPlayer *)0x0) {
StartFinale((CFinaleTrigger *)param_1,pCVar2);
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.