L L4D2node

CDirector::OnLastSurvivorLeftSafeArea

0x008778b0 · 72 bytes · __thiscall

_ZN9CDirector26OnLastSurvivorLeftSafeAreaEv

Decompiled

undefined (1 param)

/* CDirector::OnLastSurvivorLeftSafeArea() */

void __thiscall CDirector::OnLastSurvivorLeftSafeArea(CDirector *this)

{
  char cVar1;
  DispatchPlayerMissionStarted local_d [5];
  
  if (this[0x28e] == (CDirector)0x0) {
    cVar1 = IsTransitioned();
    if (cVar1 == '\0') goto LAB_008778cc;
  }
  if (m_isScenarioRestart == '\0') {
    return;
  }
LAB_008778cc:
  *(undefined4 *)(this + 0x41c) = *(undefined4 *)(this + 0x418);
  ForEachSurvivor<DispatchPlayerMissionStarted>(local_d);
  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)