CDirectorChallengeMode::UpdateChallengeMode
0x00899500 · 169 bytes · __thiscall
_ZN22CDirectorChallengeMode19UpdateChallengeModeEv
Decompiled
undefined (1 param)
/* CDirectorChallengeMode::UpdateChallengeMode() */
void __thiscall CDirectorChallengeMode::UpdateChallengeMode(CDirectorChallengeMode *this)
{
int iVar1;
undefined4 *puVar2;
if (*this == (CDirectorChallengeMode)0x0) {
return;
}
CScriptHud::HUDFrameUpdate((CScriptHud *)(this + 0x15c));
CScriptJournal::UpdateJournal((CScriptJournal *)(this + 0x178));
if ((this[0x114] != (CDirectorChallengeMode)0x0) && (iVar1 = *(int *)(this + 0x118), iVar1 != 0))
{
puVar2 = (undefined4 *)CDirector::GetScriptScope(TheDirector,3);
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar1,0,0,0,*puVar2,1);
}
CDirectorScriptedEventManager::UpdateScriptedEventStage
(*(CDirectorScriptedEventManager **)(TheDirector + 0x638));
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.