L L4D2node

CDirectorScavengeMode::OnMapLoadedNonVirtual

0x008b29c0 · 33 bytes · __thiscall

_ZN21CDirectorScavengeMode21OnMapLoadedNonVirtualEv

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::OnMapLoadedNonVirtual() */

void __thiscall CDirectorScavengeMode::OnMapLoadedNonVirtual(CDirectorScavengeMode *this)

{
  this[10] = (CDirectorScavengeMode)0x0;
  *this = (CDirectorScavengeMode)0x0;
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x5c) = 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)