L L4D2node

CInfoDirector::OnUserDefinedScriptEvent

0x00874f80 · 22 bytes · __thiscall

_ZN13CInfoDirector24OnUserDefinedScriptEventEi

Decompiled

undefined (2 params)

/* CInfoDirector::OnUserDefinedScriptEvent(int) */

CInfoDirector * __thiscall CInfoDirector::OnUserDefinedScriptEvent(CInfoDirector *this,int param_1)

{
  CInfoDirector *pCVar1;
  
  if (3 < (uint)param_1) {
    return this;
  }
  pCVar1 = (CInfoDirector *)OnUserDefinedScriptEvent(this,param_1);
  return pCVar1;
}

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)