L L4D2node

CDirector::Init

0x00873450 · 278 bytes · __thiscall

_ZN9CDirector4InitEv

Decompiled

undefined (1 param)

/* CDirector::Init() */

void __thiscall CDirector::Init(CDirector *this)

{
  int *piVar1;
  
  ClearTeamScores(this,true);
  (**(code **)(*(int *)this + 0x14))(this);
  (**(code **)(*(int *)this + 0x60))(this,9);
  piVar1 = gameeventmanager;
  this[8] = (CDirector)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_death",1);
  piVar1 = gameeventmanager;
  this[8] = (CDirector)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_connect_full",1);
  piVar1 = gameeventmanager;
  this[8] = (CDirector)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"round_start_post_nav",1);
  piVar1 = gameeventmanager;
  this[8] = (CDirector)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"map_transition",1);
  piVar1 = gameeventmanager;
  this[8] = (CDirector)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_disconnect",1);
  piVar1 = gameeventmanager;
  this[8] = (CDirector)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this,"player_first_spawn",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)