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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.