L L4D2node

CDirectorChallengeMode::ResetNonVirtual

0x00899490 · 95 bytes · __thiscall

_ZN22CDirectorChallengeMode15ResetNonVirtualEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::ResetNonVirtual() */

void __thiscall CDirectorChallengeMode::ResetNonVirtual(CDirectorChallengeMode *this)

{
  CTerrorGameRules *this_00;
  
  this[1] = (CDirectorChallengeMode)0x0;
  *this = (CDirectorChallengeMode)0x0;
  this_00 = g_pGameRules;
  *(undefined4 *)(this + 4) = 0;
  this[8] = (CDirectorChallengeMode)0x0;
  *(undefined4 *)(this + 0x10c) = 1;
  this[0x114] = (CDirectorChallengeMode)0x0;
  if (this_00 != (CTerrorGameRules *)0x0) {
    CTerrorGameRules::ResetScriptedHUD(this_00);
  }
  CScriptJournal::Reset((CScriptJournal *)(this + 0x178));
  CScriptHud::Reset((CScriptHud *)(this + 0x15c));
  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)