L L4D2node

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 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)