CDirector::OnFinaleEscapeFinished
0x008773b0 · 410 bytes · __thiscall
_ZN9CDirector22OnFinaleEscapeFinishedEv
Decompiled
undefined (1 param)
/* CDirector::OnFinaleEscapeFinished() */
void __thiscall CDirector::OnFinaleEscapeFinished(CDirector *this)
{
code *pcVar1;
char cVar2;
int *piVar3;
undefined1 *puVar4;
undefined4 uVar5;
undefined4 local_30 [3];
undefined4 local_24;
undefined4 local_20;
if ((**(int **)(this + 0x638) == 5) && (**(char **)(this + 0x648) == '\0')) {
return;
}
*(undefined4 *)(this + 0x164) = 3;
piVar3 = (int *)CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_finale");
if ((piVar3 != (int *)0x0) ||
(piVar3 = (int *)CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"finale_trigger"),
piVar3 != (int *)0x0)) {
local_30[0] = 0;
local_24 = 0xffffffff;
local_20 = 0;
(**(code **)(*piVar3 + 0xb4))(piVar3,"FinaleWon",0,0,local_30,0);
}
piVar3 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"finale_win",0,0);
if (piVar3 != (int *)0x0) {
puVar4 = &DAT_00d539c2;
if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
puVar4 = *(undefined1 **)(gpGlobals + 0x3c);
}
(**(code **)(*piVar3 + 0x3c))(piVar3,"map_name",puVar4);
pcVar1 = *(code **)(*piVar3 + 0x30);
uVar5 = GetDifficulty();
(*pcVar1)(piVar3,"difficulty",uVar5);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar3,0);
}
ForEachTerrorPlayer<MissionWon>((MissionWon *)local_30);
cVar2 = (**(code **)(*(int *)this + 0x68))(this);
if ((cVar2 == '\0') || (cVar2 = CDirectorVersusMode::ShouldShowCreditsNonVirtual(), cVar2 == '\0')
) {
StartScenarioExit(this);
}
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.