L L4D2node

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 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)