CDirectorScavengeMode::RestartScavengeRound
0x008b2a80 · 217 bytes · __thiscall
_ZN21CDirectorScavengeMode20RestartScavengeRoundEv
Decompiled
undefined (1 param)
/* CDirectorScavengeMode::RestartScavengeRound() */
void __thiscall CDirectorScavengeMode::RestartScavengeRound(CDirectorScavengeMode *this)
{
CDirector *pCVar1;
CDirector *pCVar2;
longdouble lVar3;
pCVar2 = TheDirector;
if (*this != (CDirectorScavengeMode)0x0) {
CDirector::FinishScenarioExit(TheDirector);
return;
}
if (*(int *)(TheDirector + 0x284) != 0xd) {
CDirector::EndScenario(TheDirector,0);
return;
}
pCVar1 = TheDirector + 0x268;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 10.0 != *(float *)(pCVar2 + 0x270)) {
(**(code **)(*(int *)(pCVar2 + 0x268) + 4))(pCVar1,pCVar2 + 0x270);
*(float *)(pCVar2 + 0x270) = (float)lVar3 + 10.0;
}
if (*(float *)(pCVar2 + 0x26c) != 10.0) {
(**(code **)(*(int *)(pCVar2 + 0x268) + 4))(pCVar1,pCVar2 + 0x26c);
*(undefined4 *)(pCVar2 + 0x26c) = 0x41200000;
}
*this = (CDirectorScavengeMode)0x1;
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.