L L4D2node

scavenge_start

0x008b3a00 · 68 bytes · __cdecl

_ZL14scavenge_startRK8CCommand

Decompiled

undefined (1 param)

/* scavenge_start(CCommand const&) */

void scavenge_start(CCommand *param_1)

{
  CShowViewportPanel *this;
  undefined4 local_1c;
  char *local_18;
  undefined1 local_14;
  undefined4 local_10;
  
  this = (CShowViewportPanel *)&local_1c;
  local_1c = 0xffffffff;
  local_18 = "ready_countdown";
  local_14 = 0;
  local_10 = 0;
  ForEachTerrorPlayer<CShowViewportPanel>(this);
  if (*(char *)(*(int *)(TheDirector + 0x644) + 8) != '\0') {
    return;
  }
  CDirectorScavengeMode::OnScavengeRoundStarted((CDirectorScavengeMode *)this);
  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)