L L4D2node

CInfoDirector::OnScavengeIntensityChanged

0x00874ef0 · 133 bytes · __thiscall

_ZN13CInfoDirector26OnScavengeIntensityChangedEi

Decompiled

undefined (2 params)

/* CInfoDirector::OnScavengeIntensityChanged(int) */

void __thiscall CInfoDirector::OnScavengeIntensityChanged(CInfoDirector *this,int param_1)

{
  int local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_24 = param_1;
  variant_t::Set((variant_t *)(this + 0x500),5,&local_24);
  local_20 = *(undefined4 *)(this + 0x500);
  local_1c = *(undefined4 *)(this + 0x504);
  local_18 = *(undefined4 *)(this + 0x508);
  local_14 = *(undefined4 *)(this + 0x50c);
  local_10 = *(undefined4 *)(this + 0x510);
  CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x500),&local_20,0,this,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)