L L4D2node

CDirectorChallengeMode::RestoreScriptTable

0x0089ed40 · 172 bytes · __thiscall

_ZN22CDirectorChallengeMode18RestoreScriptTableEPKcP9HSCRIPT__

Decompiled

undefined (3 params)

/* CDirectorChallengeMode::RestoreScriptTable(char const*, HSCRIPT__*) */

void __thiscall
CDirectorChallengeMode::RestoreScriptTable
          (CDirectorChallengeMode *this,char *param_1,HSCRIPT__ *param_2)

{
  char cVar1;
  KeyValues *pKVar2;
  
  if (*(int *)(this + 0x198) != 0) {
    cVar1 = (**(code **)(*(int *)g_pScriptVM + 0x84))(g_pScriptVM,param_2);
    if (cVar1 == '\0') {
      Warning();
      return;
    }
    pKVar2 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 0x198),param_1,false);
    if (pKVar2 != (KeyValues *)0x0) {
      ScriptTableFromKeyValues(g_pScriptVM,pKVar2,param_2);
      KeyValues::RemoveSubKey(*(KeyValues **)(this + 0x198),pKVar2);
      KeyValues::deleteThis();
      return;
    }
  }
  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)