L L4D2node

CDirectorItemManager::OnBeginChangeLevel

0x008a67b0 · 73 bytes · __thiscall

_ZN20CDirectorItemManager18OnBeginChangeLevelEv

Decompiled

undefined (1 param)

/* CDirectorItemManager::OnBeginChangeLevel() */

void __thiscall CDirectorItemManager::OnBeginChangeLevel(CDirectorItemManager *this)

{
  KeyValues *this_00;
  int iVar1;
  
  this_00 = (KeyValues *)CTerrorGameRules::GetMissionCurrentMap((KeyValues **)0x0);
  if (this_00 != (KeyValues *)0x0) {
    iVar1 = KeyValues::GetInt(this_00,"revisitable",0);
    if (iVar1 != 0) {
      SaveRevisitableItemState(this);
      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)