L L4D2node

CDirectorScriptedEventManager::GetFinaleData

0x008b5740 · 92 bytes · __thiscall

_ZN29CDirectorScriptedEventManager13GetFinaleDataEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::GetFinaleData() */

void __thiscall CDirectorScriptedEventManager::GetFinaleData(CDirectorScriptedEventManager *this)

{
  int iVar1;
  
  iVar1 = CGlobalEntityList::FindEntityByClassname
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_finale");
  if (iVar1 != 0) {
    iVar1 = __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CFinaleTrigger::typeinfo,0);
    if (iVar1 != 0) {
      this[0x140] = *(CDirectorScriptedEventManager *)(iVar1 + 0x162c);
    }
  }
  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)