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 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.