CDirector::OnStartIntro
0x00875240 · 139 bytes · __thiscall
_ZN9CDirector12OnStartIntroEv
Decompiled
undefined (1 param)
/* CDirector::OnStartIntro() */
void __thiscall CDirector::OnStartIntro(CDirector *this)
{
int iVar1;
CTerrorGameRules::SetInIntro(g_pGameRules,true);
this[0x290] = (CDirector)0x1;
CDirectorScavengeMode::OnStartIntro(*(CDirectorScavengeMode **)(this + 0x644));
iVar1 = CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"branch_zoey",
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (iVar1 != 0) {
*(undefined4 *)(this + 0x500) = 8;
this[0x504] = (CDirector)0x1;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.