L L4D2node

CDirectorChallengeMode::InitiateEndScenarioNonVirtual

0x0089e080 · 21 bytes · __thiscall

_ZN22CDirectorChallengeMode29InitiateEndScenarioNonVirtualEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::InitiateEndScenarioNonVirtual() */

undefined4 __thiscall
CDirectorChallengeMode::InitiateEndScenarioNonVirtual(CDirectorChallengeMode *this)

{
  undefined4 uVar1;
  
  if (*this == (CDirectorChallengeMode)0x0) {
    return 0;
  }
  uVar1 = EndScriptedMode(this);
  return uVar1;
}

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)