L L4D2node

CDirector::OnTeamsReady

0x00876b10 · 108 bytes · __thiscall

_ZN9CDirector12OnTeamsReadyEv

Decompiled

undefined (1 param)

/* CDirector::OnTeamsReady() */

void __thiscall CDirector::OnTeamsReady(CDirector *this)

{
  CDeactivateMovementConstraints local_2d;
  undefined4 local_2c;
  char *local_28;
  undefined1 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  char *local_18;
  undefined1 local_14;
  undefined4 local_10;
  
  local_2c = 3;
  local_28 = "zombie_intro";
  local_24 = 0;
  local_20 = 0;
  ForEachPlayer<CShowViewportPanel>((CShowViewportPanel *)&local_2c);
  local_1c = 0xffffffff;
  local_18 = "ready_countdown";
  local_14 = 0;
  local_10 = 0;
  ForEachTerrorPlayer<CShowViewportPanel>((CShowViewportPanel *)&local_1c);
  ForEachPlayer<CDeactivateMovementConstraints>(&local_2d);
  CDirectorScavengeMode::OnTeamsReadyNonVirtual(*(CDirectorScavengeMode **)(this + 0x644));
  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)