L L4D2node

CDirector::OnFinaleEscapeVehicleReady

0x00874330 · 164 bytes · __thiscall

_ZN9CDirector26OnFinaleEscapeVehicleReadyEv

Decompiled

undefined (1 param)

/* CDirector::OnFinaleEscapeVehicleReady() */

void __thiscall CDirector::OnFinaleEscapeVehicleReady(CDirector *this)

{
  int *piVar1;
  KeyValues *this_00;
  undefined1 *puVar2;
  
  *(undefined4 *)(this + 0x164) = 1;
  CDirectorScriptedEventManager::OnRescueVehicleReady
            (*(CDirectorScriptedEventManager **)(this + 0x638));
  piVar1 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                            (gameeventmanager,"finale_vehicle_ready",0,0);
  if (piVar1 != (int *)0x0) {
    this_00 = (KeyValues *)CTerrorGameRules::GetMissionInfo();
    puVar2 = &DAT_00d539c2;
    if (this_00 != (KeyValues *)0x0) {
      puVar2 = (undefined1 *)KeyValues::GetString(this_00,"Name","");
    }
    (**(code **)(*piVar1 + 0x3c))(piVar1,"campaign",puVar2);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar1,0);
  }
  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)