L L4D2node

CDirectorScriptedEventManager::InitScriptedSetupStage

0x008b57c0 · 283 bytes · __thiscall

_ZN29CDirectorScriptedEventManager22InitScriptedSetupStageEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::InitScriptedSetupStage() */

void __thiscall
CDirectorScriptedEventManager::InitScriptedSetupStage(CDirectorScriptedEventManager *this)

{
  longdouble lVar1;
  float fVar2;
  
  if (*(int *)(this + 0xec) < 1) {
    if (*(float *)(this + 0x98) != -1.0) {
      (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
      *(undefined4 *)(this + 0x98) = 0xbf800000;
    }
    Msg();
    return;
  }
  fVar2 = (float)*(int *)(this + 0xec);
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + fVar2 != *(float *)(this + 0x98)) {
    (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x98);
    *(float *)(this + 0x98) = (float)lVar1 + fVar2;
  }
  if (fVar2 != *(float *)(this + 0x94)) {
    (**(code **)(*(int *)(this + 0x90) + 4))(this + 0x90,this + 0x94);
    *(float *)(this + 0x94) = fVar2;
  }
  Msg("Starting setup stage, will expire in %d second(s).\n",*(undefined4 *)(this + 0xec));
  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)