L L4D2node

CDirectorChallengeMode::ModifyRescueAreaTrigger

0x00899180 · 47 bytes · __thiscall

_ZN22CDirectorChallengeMode23ModifyRescueAreaTriggerEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::ModifyRescueAreaTrigger() */

void __thiscall CDirectorChallengeMode::ModifyRescueAreaTrigger(CDirectorChallengeMode *this)

{
  CTriggerMultiple *this_00;
  
  this_00 = (CTriggerMultiple *)FindRescueAreaTrigger(this);
  if (this_00 != (CTriggerMultiple *)0x0) {
    CTriggerMultiple::TransferOutputEvents(this_00,"OnEntireTeamStartTouch","OnStartTouch");
  }
  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)