CDirector::OnGameplayStart
0x00873d60 · 166 bytes · __thiscall
_ZN9CDirector15OnGameplayStartEv
Decompiled
undefined (1 param)
/* CDirector::OnGameplayStart() */
void __thiscall CDirector::OnGameplayStart(CDirector *this)
{
int iVar1;
CBaseEntity *pCVar2;
SpawnAllScavengeItems(this);
iVar1 = CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_director");
if (iVar1 != 0) {
pCVar2 = (CBaseEntity *)__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CInfoDirector::typeinfo,0);
if (pCVar2 != (CBaseEntity *)0x0) {
COutputEvent::FireOutput((COutputEvent *)(pCVar2 + 0x440),(CBaseEntity *)0x0,pCVar2,0.0);
}
}
CDirectorScavengeMode::OnGameplayStart();
CDirectorSurvivalMode::OnGameplayStart(*(CDirectorSurvivalMode **)(this + 0x640));
CDirectorChallengeMode::OnGameplayStart(*(CDirectorChallengeMode **)(this + 0x648));
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.