CDirector::CheckConvarForcedRestart
0x00884320 · 90 bytes · __thiscall
_ZN9CDirector24CheckConvarForcedRestartEv
Decompiled
undefined (1 param)
/* CDirector::CheckConvarForcedRestart() */
undefined4 __thiscall CDirector::CheckConvarForcedRestart(CDirector *this)
{
undefined4 uVar1;
undefined1 *puVar2;
undefined4 uVar3;
uVar1 = 0;
if (*(int *)(mp_restartgame._28_4_ + 0x30) != 0) {
uVar1 = 1;
(**(code **)(*(int *)this + 0x4c))(this);
uVar3 = 0;
puVar2 = mp_restartgame;
ConVar::SetValue(0xf7df20);
if (*(float *)(this + 0x270) <= 0.0) {
EndScenario((CDirector *)puVar2,uVar3);
}
}
return uVar1;
}
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.