L L4D2node

CInfoDirector::OnCustomPanicStageFinished

0x00874dd0 · 44 bytes · __thiscall

_ZN13CInfoDirector26OnCustomPanicStageFinishedEv

Decompiled

undefined (1 param)

/* CInfoDirector::OnCustomPanicStageFinished() */

void __thiscall CInfoDirector::OnCustomPanicStageFinished(CInfoDirector *this)

{
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x470),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
  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)