L L4D2node

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 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)