L L4D2node

CDirectorChallengeMode::CDirectorChallengeMode

0x008a09e0 · 124 bytes · __thiscall

_ZN22CDirectorChallengeModeC2Ev

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::CDirectorChallengeMode() */

void __thiscall CDirectorChallengeMode::CDirectorChallengeMode(CDirectorChallengeMode *this)

{
  *(undefined4 *)(this + 0x13c) = 0xffffffff;
  *(undefined4 *)(this + 0x148) = 0;
  *(undefined4 *)(this + 0x14c) = 0;
  *(undefined4 *)(this + 0x150) = 0;
  *(undefined4 *)(this + 0x154) = 0;
  *(undefined4 *)(this + 0x158) = 0;
                    /* try { // try from 008a0a30 to 008a0a4a has its CatchHandler @ 008a0a5c */
  CScriptHud::CScriptHud((CScriptHud *)(this + 0x15c));
  CScriptJournal::CScriptJournal((CScriptJournal *)(this + 0x178));
  ResetNonVirtual(this);
  *(undefined4 *)(this + 0x198) = 0;
  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)