L L4D2node

CDirector::ClearTeamScores

0x00873400 · 73 bytes · __thiscall

_ZN9CDirector15ClearTeamScoresEb

Decompiled

undefined (2 params)

/* CDirector::ClearTeamScores(bool) */

void __thiscall CDirector::ClearTeamScores(CDirector *this,bool param_1)

{
  if (g_pGameRules != (CTerrorGameRules *)0x0) {
    CTerrorGameRules::ClearTeamScores(g_pGameRules,param_1);
  }
  ClearScavengeScores(this,param_1);
  CDirectorVersusMode::ClearTeamScoresNonVirtual(*(CDirectorVersusMode **)(this + 0x63c),param_1);
  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)