L L4D2node

outtro_stats_done

0x00877010 · 103 bytes · __cdecl

_ZL17outtro_stats_doneRK8CCommand

Decompiled

undefined (1 param)

/* outtro_stats_done(CCommand const&) */

void outtro_stats_done(CCommand *param_1)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  MissionWonDone local_d [9];
  
  pcVar3 = *(char **)(gpGlobals + 0x3c);
  if (pcVar3 == (char *)0x0) {
    pcVar3 = "";
  }
  else if (pcVar3 == "credits") goto LAB_0087703d;
  iVar2 = _V_stricmp(pcVar3,"credits");
  if (iVar2 != 0) {
    cVar1 = CTerrorGameRules::IsGenericCooperativeMode();
    if (cVar1 == '\0') {
      return;
    }
    if (TheDirector[0x291] == (CDirector)0x0) {
      return;
    }
  }
LAB_0087703d:
  ForEachTerrorPlayer<MissionWonDone>(local_d);
  CDirector::StartScenarioExit(TheDirector);
  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)