L L4D2node

CDirector::ScriptUserDefinedEvent3

0x00871990 · 87 bytes · __cdecl

_ZNK9CDirector23ScriptUserDefinedEvent3Ev

Decompiled

undefined (0 params)

/* CDirector::ScriptUserDefinedEvent3() const */

void CDirector::ScriptUserDefinedEvent3(void)

{
  int iVar1;
  CInfoDirector *in_stack_00000004;
  int in_stack_00000008;
  
  iVar1 = CGlobalEntityList::FindEntityByClassname
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_director");
  if (iVar1 != 0) {
    iVar1 = __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CInfoDirector::typeinfo,0);
    if (iVar1 != 0) {
      CInfoDirector::OnUserDefinedScriptEvent(in_stack_00000004,in_stack_00000008);
      return;
    }
  }
  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)