CDirectorScavengeMode::OnStartIntro
0x008b3a50 · 111 bytes · __thiscall
_ZN21CDirectorScavengeMode12OnStartIntroEv
Decompiled
undefined (1 param)
/* CDirectorScavengeMode::OnStartIntro() */
void __thiscall CDirectorScavengeMode::OnStartIntro(CDirectorScavengeMode *this)
{
char cVar1;
undefined4 local_1c;
char *local_18;
undefined1 local_14;
undefined4 local_10;
cVar1 = CTerrorGameRules::IsScavengeMode();
if (cVar1 != '\0') {
if (*(float *)(this + 0x18) != -1.0) {
(**(code **)(*(int *)(this + 0x10) + 4))(this + 0x10,this + 0x18);
*(undefined4 *)(this + 0x18) = 0xbf800000;
}
local_1c = 0xffffffff;
local_18 = "ready_countdown";
local_14 = 0;
local_10 = 0;
ForEachTerrorPlayer<CShowViewportPanel>((CShowViewportPanel *)&local_1c);
}
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.