L L4D2node

CDirector::OnSurvivorAdded

0x00874650 · 155 bytes · __cdecl

_ZN9CDirector15OnSurvivorAddedEP13CTerrorPlayer

Decompiled

undefined (1 param)

/* CDirector::OnSurvivorAdded(CTerrorPlayer*) */

void CDirector::OnSurvivorAdded(CTerrorPlayer *param_1)

{
  undefined4 uVar1;
  CBasePlayer *pCVar2;
  char *pcVar3;
  
  uVar1 = UTIL_HumansOnTeam(2,true);
  *(undefined4 *)(param_1 + 0x288) = uVar1;
  if (*(int *)(DirectorDebug._28_4_ + 0x30) != 0) {
    pCVar2 = (CBasePlayer *)UTIL_PlayerByIndex(1);
    if (pCVar2 != (CBasePlayer *)0x0) {
      pcVar3 = (char *)UTIL_VarArgs("SurvivorTeamCount = %d",*(undefined4 *)(param_1 + 0x288));
      ClientPrint(pCVar2,3,pcVar3,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
      return;
    }
  }
  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)