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 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.