L L4D2node

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 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)