L L4D2node

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 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)