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 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.