CDirectorChallengeMode::ShutdownScriptedMode
0x0089eb60 · 373 bytes · __thiscall
_ZN22CDirectorChallengeMode20ShutdownScriptedModeE15eShutdownReasonPKc
Decompiled
undefined (3 params)
/* CDirectorChallengeMode::ShutdownScriptedMode(eShutdownReason, char const*) */
void __thiscall
CDirectorChallengeMode::ShutdownScriptedMode
(CDirectorChallengeMode *this,void *param_2,void *param_3)
{
undefined4 *puVar1;
int iVar2;
void *local_40 [2];
undefined2 local_38;
ushort local_36;
void *local_34;
undefined4 local_30;
undefined2 local_2c;
ushort local_2a;
void *local_28;
undefined4 local_24;
undefined2 local_20;
ushort local_1e;
if (*this != (CDirectorChallengeMode)0x0) {
*this = (CDirectorChallengeMode)0x0;
puVar1 = *(undefined4 **)(this + 0x140);
local_2c = 5;
local_1e = 0;
local_38 = 0;
local_34 = param_2;
local_20 = 0x1f;
local_36 = 0;
local_40[0] = (void *)0x0;
local_2a = 0;
local_28 = param_3;
local_30 = 0;
local_24 = 0;
/* try { // try from 0089ebfd to 0089ec4e has its CatchHandler @ 0089ecf1 */
iVar2 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,"ScriptMode_OnShutdown",*puVar1,0);
if (iVar2 != 0) {
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar2,&local_34,2,local_40,*puVar1,1,&local_34)
;
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar2);
}
if ((local_1e & 1) != 0) {
free(local_28);
local_1e = local_1e & 0xfffe;
}
local_28 = (void *)0x0;
local_24 = 0;
local_20 = 0;
if ((local_2a & 1) != 0) {
free(local_34);
}
/* try { // try from 0089ec92 to 0089ecbe has its CatchHandler @ 0089ecdc */
CDirector::InitChallengeScope(TheDirector);
CDirector::PostRunScript(TheDirector);
if (g_pGameRules != (CTerrorGameRules *)0x0) {
CTerrorGameRules::SetChallengeModeActive(g_pGameRules,(bool)*this);
}
if ((local_36 & 1) != 0) {
free(local_40[0]);
return;
}
}
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.