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 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.