L L4D2node

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 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)