L L4D2node

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 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)