L L4D2node

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 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)