CDirectorScavengeMode::OnGameplayStart
0x008b2c70 · 188 bytes · __cdecl
_ZN21CDirectorScavengeMode15OnGameplayStartEv
Decompiled
undefined (0 params)
/* CDirectorScavengeMode::OnGameplayStart() */
void CDirectorScavengeMode::OnGameplayStart(void)
{
char cVar1;
int iVar2;
CBaseEntity *pCVar3;
if ((((*(int *)(TheDirector + 0x284) != 0x12) &&
(cVar1 = CTerrorGameRules::IsScavengeMode(), cVar1 != '\0')) &&
(iVar2 = CTerrorGameRules::GetRoundNumber(g_pGameRules), iVar2 == 1)) &&
(*(char *)(TheDirector + 0x4e5) == '\0')) {
pCVar3 = (CBaseEntity *)0x0;
while (pCVar3 = (CBaseEntity *)
CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,pCVar3,"info_gamemode"),
pCVar3 != (CBaseEntity *)0x0) {
CEventQueue::AddEvent
((CEventQueue *)g_EventQueue,pCVar3,"FireScavengeMatchStart",0.0,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,0);
}
}
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.