L L4D2node

CDirector::InitChallengeScope

0x00875590 · 150 bytes · __thiscall

_ZN9CDirector18InitChallengeScopeEv

Decompiled

undefined (1 param)

/* CDirector::InitChallengeScope() */

void __thiscall CDirector::InitChallengeScope(CDirector *this)

{
  int iVar1;
  undefined4 uVar2;
  CDirector *in_stack_ffffffe4;
  int in_stack_ffffffe8;
  
  if (g_pScriptVM != (int *)0x0) {
    TermScriptLevel(in_stack_ffffffe4,in_stack_ffffffe8);
    iVar1 = 0;
    if (*(int *)(this + 0x494) != -1) {
      iVar1 = *(int *)(this + 0x494);
    }
    uVar2 = (**(code **)(*g_pScriptVM + 0x3c))(g_pScriptVM,"ChallengeScript",iVar1);
    *(undefined4 *)(this + 0x4ac) = uVar2;
    return;
  }
  *(undefined4 *)(this + 0x4ac) = 0xffffffff;
  *(undefined4 *)(this + 0x4b0) = 0;
  if (*(undefined4 **)(this + 0x4b4) !=
      &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::StaticData()::
       staticData) {
    free(*(undefined4 **)(this + 0x4b4));
    *(undefined4 **)(this + 0x4b4) =
         &CUtlVectorUltraConservative<HSCRIPT__**,CUtlVectorUltraConservativeAllocator>::
          StaticData()::staticData;
  }
  *(undefined4 *)(this + 0x4d0) = 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)