CDirector::InitiateEndScenario
0x00884380 · 142 bytes · __thiscall
_ZN9CDirector19InitiateEndScenarioEv
Decompiled
undefined (1 param)
/* CDirector::InitiateEndScenario() */
void __thiscall CDirector::InitiateEndScenario(CDirector *this)
{
float fVar1;
char cVar2;
cVar2 = CDirectorChallengeMode::InitiateEndScenarioNonVirtual
(*(CDirectorChallengeMode **)(this + 0x648));
if ((((cVar2 == '\0') &&
(cVar2 = CDirectorScavengeMode::InitiateEndScenarioNonVirtual
(*(CDirectorScavengeMode **)(this + 0x644)), cVar2 == '\0')) &&
(cVar2 = CDirectorVersusMode::InitiateEndScenarioNonVirtual
(*(CDirectorVersusMode **)(this + 0x63c)), cVar2 == '\0')) &&
(cVar2 = CDirectorSurvivalMode::InitiateEndScenarioNonVirtual(), cVar2 == '\0')) {
cVar2 = IsPressDemoMode();
if (cVar2 == '\0') {
fVar1 = *(float *)(this + 0x270);
}
else {
fVar1 = *(float *)(this + 0x270);
}
if (fVar1 <= 0.0) {
EndScenario();
return;
}
}
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.