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 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.