L L4D2node

CDirector::OnFinalePause

0x00874420 · 196 bytes · __thiscall

_ZN9CDirector13OnFinalePauseEv

Decompiled

undefined (1 param)

/* CDirector::OnFinalePause() */

void __thiscall CDirector::OnFinalePause(CDirector *this)

{
  int *piVar1;
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  if (**(int **)(this + 0x638) != 5) {
    UTIL_LogPrintf("%3.2f: Director::OnFinalePause\n",(double)*(float *)(gpGlobals + 0xc));
    piVar1 = (int *)CGlobalEntityList::FindEntityByClassname
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_finale");
    if (piVar1 == (int *)0x0) {
      piVar1 = (int *)CGlobalEntityList::FindEntityByClassname
                                ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"finale_trigger");
      if (piVar1 == (int *)0x0) {
        return;
      }
    }
    local_20[0] = 0;
    local_14 = 0xffffffff;
    local_10 = 0;
    (**(code **)(*piVar1 + 0xb4))(piVar1,"FinalePause",0,0,local_20,0);
  }
  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)