CDirectorScriptedEventManager::ResetPanicEvent
0x008b6150 · 235 bytes · __thiscall
_ZN29CDirectorScriptedEventManager15ResetPanicEventEv
Decompiled
undefined (1 param)
/* CDirectorScriptedEventManager::ResetPanicEvent() */
void __thiscall CDirectorScriptedEventManager::ResetPanicEvent(CDirectorScriptedEventManager *this)
{
int iVar1;
if (*(float *)(this + 0x134) != -1.0) {
(**(code **)(*(int *)(this + 300) + 4))(this + 300,this + 0x134);
*(undefined4 *)(this + 0x134) = 0xbf800000;
}
iVar1 = TheDirector;
if (*(float *)(TheDirector + 0x430) != -1.0) {
(**(code **)(*(int *)(TheDirector + 0x428) + 4))(TheDirector + 0x428,TheDirector + 0x430);
*(undefined4 *)(iVar1 + 0x430) = 0xbf800000;
}
iVar1 = TheDirector;
if (*(float *)(TheDirector + 0x43c) != -1.0) {
(**(code **)(*(int *)(TheDirector + 0x434) + 4))(TheDirector + 0x434,TheDirector + 0x43c);
*(undefined4 *)(iVar1 + 0x43c) = 0xbf800000;
}
*(undefined4 *)(this + 0x128) = 4;
this[0x110] = (CDirectorScriptedEventManager)0x0;
this[0x111] = (CDirectorScriptedEventManager)0x0;
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.