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 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.