L L4D2node

CDirectorScavengeMode::OnStartOvertime

0x008b3110 · 173 bytes · __thiscall

_ZN21CDirectorScavengeMode15OnStartOvertimeEv

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::OnStartOvertime() */

void __thiscall CDirectorScavengeMode::OnStartOvertime(CDirectorScavengeMode *this)

{
  int iVar1;
  CInfoDirector *this_00;
  ScavengeOvertimeStart local_d [9];
  
  this[0xb] = (CDirectorScavengeMode)0x1;
  this[0xc] = (CDirectorScavengeMode)0x1;
  iVar1 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"begin_scavenge_overtime",0,0);
  if (iVar1 != 0) {
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar1,0);
  }
  ForEachTerrorPlayer<ScavengeOvertimeStart>(local_d);
  iVar1 = CGlobalEntityList::FindEntityByClassname
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_director");
  if (iVar1 != 0) {
    this_00 = (CInfoDirector *)
              __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CInfoDirector::typeinfo,0);
    if (this_00 != (CInfoDirector *)0x0) {
      CInfoDirector::OnScavengeOvertimeStart(this_00);
    }
  }
  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)