L L4D2node

CInfoDirector::InputForceSurvivorPositions

0x0088ab50 · 107 bytes · __cdecl

_ZN13CInfoDirector27InputForceSurvivorPositionsER11inputdata_t

Decompiled

undefined (1 param)

/* CInfoDirector::InputForceSurvivorPositions(inputdata_t&) */

void CInfoDirector::InputForceSurvivorPositions(inputdata_t *param_1)

{
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_20 = 0;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
                    /* try { // try from 0088ab81 to 0088ab96 has its CatchHandler @ 0088abbb */
  ForEachSurvivor<SurvivorCollector>((SurvivorCollector *)&local_20);
  CDirector::OnForceSurvivorPositions(TheDirector,(CUtlVector *)&local_20);
  local_14 = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
  local_10 = local_20;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
  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)