L L4D2node

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 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)