CDirectorScavengeMode::ResetNonVirtual
0x008b2930 · 104 bytes · __thiscall
_ZN21CDirectorScavengeMode15ResetNonVirtualEv
Decompiled
undefined (1 param)
/* CDirectorScavengeMode::ResetNonVirtual() */
void __thiscall CDirectorScavengeMode::ResetNonVirtual(CDirectorScavengeMode *this)
{
longdouble lVar1;
this[8] = (CDirectorScavengeMode)0x0;
this[9] = (CDirectorScavengeMode)0x0;
this[0xb] = (CDirectorScavengeMode)0x0;
if (g_pGameRules != (CTerrorGameRules *)0x0) {
CTerrorGameRules::ClearAccumulatedTime(g_pGameRules);
lVar1 = (longdouble)
CDirector::GetScriptValue
(TheDirector,"ScavengeRoundInitialTime",
*(float *)(scavenge_round_initial_time._28_4_ + 0x2c));
CTerrorGameRules::AccumulateTime(g_pGameRules,(float)lVar1);
}
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.