L L4D2node

CDirector::EndScenario

0x00884170 · 233 bytes · __thiscall

_ZN9CDirector11EndScenarioE21ScenarioRestartReason.part.406

Decompiled

undefined (2 params)

/* CDirector::EndScenario(ScenarioRestartReason) [clone .part.406] */

void __thiscall CDirector::EndScenario(void)

{
  CDirector *in_EAX;
  int *piVar1;
  undefined4 in_EDX;
  EndScenarioGameEventInfo_t local_1c [4];
  undefined4 local_18;
  undefined1 *local_14;
  undefined4 local_10;
  
  *(undefined4 *)(in_EAX + 0x284) = in_EDX;
  *(undefined4 *)(in_EAX + 0x41c) = 0xffffffff;
  local_18 = 0;
  local_14 = &DAT_00d539c2;
  local_10 = 0;
  OnEndScenario(in_EAX,local_1c);
  piVar1 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"round_end",0,0);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x30))(piVar1,"winner",local_18);
    (**(code **)(*piVar1 + 0x30))(piVar1,"reason");
    (**(code **)(*piVar1 + 0x3c))(piVar1,"message",local_14);
    (**(code **)(*piVar1 + 0x38))(piVar1,"time",local_10);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar1,0);
  }
  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)