L L4D2node

CDirectorItemManager::OnMapLoaded

0x008a5f40 · 210 bytes · __thiscall

_ZN20CDirectorItemManager11OnMapLoadedEv

Decompiled

undefined (1 param)

/* CDirectorItemManager::OnMapLoaded() */

void __thiscall CDirectorItemManager::OnMapLoaded(CDirectorItemManager *this)

{
  CUtlVector<CDirectorItemManager::ItemRestoreInfo,CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>>
  *this_00;
  char cVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 == '\0') {
    cVar1 = CDirector::IsTransitioned(TheDirector);
    if (cVar1 != '\0') {
      return;
    }
  }
  iVar2 = *(int *)(this + 0x414) + -1;
  if (-1 < iVar2) {
    iVar4 = iVar2 * 0x94;
    do {
      iVar3 = *(int *)(this + 0x408) + iVar4;
      iVar4 = iVar4 + -0x94;
      this_00 = (CUtlVector<CDirectorItemManager::ItemRestoreInfo,CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>>
                 *)(iVar3 + 0x80);
      CUtlVector<CDirectorItemManager::ItemRestoreInfo,CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>>
      ::RemoveAll(this_00);
      CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>::Purge
                ((CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int> *)this_00);
      *(undefined4 *)(iVar3 + 0x90) = *(undefined4 *)(iVar3 + 0x80);
      CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>::Purge
                ((CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int> *)this_00);
      iVar2 = iVar2 + -1;
    } while (iVar2 != -1);
  }
  *(undefined4 *)(this + 0x414) = 0;
  if (*(int *)(director_debug_revisit._28_4_ + 0x30) == 0) {
    return;
  }
  DevMsg("REVISIT: Clearing all revisit record\n");
  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)