L L4D2node

CDirector::OnMapInvokedPanicEvent

0x008750f0 · 86 bytes · __thiscall

_ZN9CDirector22OnMapInvokedPanicEventEP11CBasePlayer20panic_event_reason_t

Decompiled

undefined (3 params)

/* CDirector::OnMapInvokedPanicEvent(CBasePlayer*, panic_event_reason_t) */

bool __thiscall
CDirector::OnMapInvokedPanicEvent(CDirector *this,undefined4 param_1,undefined4 param_3)

{
  undefined1 uVar1;
  int iVar2;
  
  iVar2 = CDirectorSurvivalMode::OnMapInvokedPanicEventNonVirtual
                    (*(undefined4 *)(this + 0x640),param_1,param_3);
  if (iVar2 != 2) {
    return iVar2 == 1;
  }
  uVar1 = CDirectorScriptedEventManager::OnMapInvokedPanicEventNonVirtual();
  return (bool)uVar1;
}

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)