L L4D2node

CDirectorScavengeMode::OnRoundTimeExpired

0x008b31c0 · 127 bytes · __thiscall

_ZN21CDirectorScavengeMode18OnRoundTimeExpiredEv

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::OnRoundTimeExpired() */

undefined1 __thiscall CDirectorScavengeMode::OnRoundTimeExpired(CDirectorScavengeMode *this)

{
  bool bVar1;
  int iVar2;
  CInfoDirector *this_00;
  ScavengeTimeoutScan local_d [5];
  
  bVar1 = ForEachSurvivor<ScavengeTimeoutScan>(local_d);
  if (bVar1) {
    iVar2 = CGlobalEntityList::FindEntityByClassname
                      ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"info_director");
    if (iVar2 != 0) {
      this_00 = (CInfoDirector *)
                __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CInfoDirector::typeinfo,0);
      if (this_00 != (CInfoDirector *)0x0) {
        CInfoDirector::OnScavengeTimerExpired(this_00);
      }
    }
    return 1;
  }
  OnStartOvertime(this);
  return 0;
}

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)