CDirector::FinishScenarioExit
0x00876ba0 · 155 bytes · __thiscall
_ZN9CDirector18FinishScenarioExitEv
Decompiled
undefined (1 param)
/* CDirector::FinishScenarioExit() */
void __thiscall CDirector::FinishScenarioExit(CDirector *this)
{
DispatchPlayerReportFlush local_2d;
undefined **local_2c [8];
DevMsg("Director::FinishScenarioExit\n");
ForEachTerrorPlayer<DispatchPlayerReportFlush>(&local_2d);
CDirectorChallengeMode::ShutdownScriptedMode
(*(CDirectorChallengeMode **)(this + 0x648),4,&DAT_00d539c2);
CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
/* try { // try from 00876bf5 to 00876bf9 has its CatchHandler @ 00876c3b */
CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
local_2c[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
/* try { // try from 00876c04 to 00876c08 has its CatchHandler @ 00876c66 */
CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
/* try { // try from 00876c14 to 00876c1d has its CatchHandler @ 00876c4d */
UserMessageBegin((IRecipientFilter *)local_2c,"DisconnectToLobby");
MessageEnd();
this[0x291] = (CDirector)0x0;
local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
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.