L L4D2node

CDirector::OnFinishIntro

0x00878800 · 88 bytes · __thiscall

_ZN9CDirector13OnFinishIntroEv

Decompiled

undefined (1 param)

/* CDirector::OnFinishIntro() */

void __thiscall CDirector::OnFinishIntro(CDirector *this)

{
  PlayerShowMOTDAfterIntro local_d;
  
  CTerrorGameRules::SetInIntro(g_pGameRules,false);
  this[0x290] = (CDirector)0x0;
  if (this[0x4e5] == (CDirector)0x0) {
    ForEachPlayer<PlayerShowMOTDAfterIntro>(&local_d);
  }
  ForEachSurvivor<PlayerStopCustomSequence>((PlayerStopCustomSequence *)&local_d);
  CDirectorScavengeMode::OnFinishIntro(*(CDirectorScavengeMode **)(this + 0x644));
  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)