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 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.