CDirector::StartRematchVote
0x00876c70 · 190 bytes · __thiscall
_ZN9CDirector16StartRematchVoteEv
Decompiled
undefined (1 param)
/* CDirector::StartRematchVote() */
void __thiscall CDirector::StartRematchVote(CDirector *this)
{
int *piVar1;
undefined4 local_20 [3];
undefined4 local_14;
undefined4 local_10;
this[0x4e7] = (CDirector)0x1;
piVar1 = (int *)CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"env_outtro_stats");
if (piVar1 == (int *)0x0) {
piVar1 = (int *)CBaseEntity::Create("env_outtro_stats",(Vector *)&vec3_origin,
(QAngle *)&vec3_angle,(CBaseEntity *)0x0);
if (piVar1 == (int *)0x0) {
HideScoreboard(this);
FinishScenarioExit(this);
return;
}
}
local_20[0] = 0;
local_14 = 0xffffffff;
local_10 = 0;
(**(code **)(*piVar1 + 0xb4))(piVar1,"PZEndGame",0,0,local_20,0);
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.