L L4D2node

CDirector::UpdateTransition

0x00888320 · 76 bytes · __thiscall

_ZN9CDirector16UpdateTransitionEv

Decompiled

undefined (1 param)

/* CDirector::UpdateTransition() */

CDirector __thiscall CDirector::UpdateTransition(CDirector *this)

{
  char cVar1;
  CDirector CVar2;
  
  cVar1 = ProcessTransitionRestoration(this);
  CVar2 = (CDirector)0x1;
  if ((cVar1 != '\0') && (CVar2 = this[0x160], CVar2 == (CDirector)0x0)) {
    UpdateScenarioState(this);
    (**(code **)(*(int *)this + 0x50))(this);
    return (CDirector)0x0;
  }
  return CVar2;
}

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)