L L4D2node

CDirector::FullRestart

0x00887d50 · 91 bytes · __thiscall

_ZN9CDirector11FullRestartEv

Decompiled

undefined (1 param)

/* CDirector::FullRestart() */

void __thiscall CDirector::FullRestart(CDirector *this)

{
  *(undefined4 *)(this + 0x284) = 0;
  ResetTransitionedEntities();
  ResetTransitionedSurvivors();
  Restart(this);
  this[0x4e5] = (CDirector)0x0;
  *(undefined1 *)(*(int *)(this + 0x638) + 0xf0) = 0;
  CDirectorVersusMode::FullRestart(*(CDirectorVersusMode **)(this + 0x63c));
  CDirectorScavengeMode::FullRestart(*(CDirectorScavengeMode **)(this + 0x644));
  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)