L L4D2node

CTerrorGameRules::FireGameModeOutputsPostSpawn

0x00505ad0 · 122 bytes · __cdecl

_ZN16CTerrorGameRules28FireGameModeOutputsPostSpawnEv

Decompiled

undefined (0 params)

/* CTerrorGameRules::FireGameModeOutputsPostSpawn() */

void CTerrorGameRules::FireGameModeOutputsPostSpawn(void)

{
  CBaseEntity *pCVar1;
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  pCVar1 = (CBaseEntity *)0x0;
  while( true ) {
    pCVar1 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,pCVar1,"info_gamemode");
    if (pCVar1 == (CBaseEntity *)0x0) break;
    local_20[0] = 0;
    local_14 = 0xffffffff;
    local_10 = 0;
    (**(code **)(*(int *)pCVar1 + 0xb4))(pCVar1,"PostSpawnActivate",0,0,local_20,0);
  }
  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)