L L4D2node

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 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)