L L4D2node

CDirectorChallengeMode::ShowRoundEndScoreboard

0x0089aa00 · 140 bytes · __thiscall

_ZN22CDirectorChallengeMode22ShowRoundEndScoreboardEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::ShowRoundEndScoreboard() */

void __thiscall CDirectorChallengeMode::ShowRoundEndScoreboard(CDirectorChallengeMode *this)

{
  KeyValues *this_00;
  uint in_stack_ffffffd8;
  undefined4 local_1c;
  char *local_18;
  undefined1 local_14;
  KeyValues *local_10;
  
  if (this[8] == (CDirectorChallengeMode)0x0) {
    return;
  }
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 0089aa49 to 0089aa4d has its CatchHandler @ 0089aa94 */
  KeyValues::KeyValues(this_00,"data",(IKeyValuesSystem *)0x0,false);
  KeyValues::SetString(this_00,"res",(char *)(this + 8));
  local_1c = 0xffffffff;
  local_18 = "message_box";
  local_14 = 1;
  local_10 = this_00;
  ForEachTerrorPlayer<CShowViewportPanel>((CShowViewportPanel *)&local_1c);
  KeyValues::deleteThis();
  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)