L L4D2node

CDirectorScriptedEventManager::StartRunToEscapeVehicle

0x008b67e0 · 43 bytes · __thiscall

_ZN29CDirectorScriptedEventManager23StartRunToEscapeVehicleEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::StartRunToEscapeVehicle() */

void __thiscall
CDirectorScriptedEventManager::StartRunToEscapeVehicle(CDirectorScriptedEventManager *this)

{
  FinaleEscapeStart local_d [5];
  
  if (this[0x89] == (CDirectorScriptedEventManager)0x0) {
    ForEachTerrorPlayer<FinaleEscapeStart>(local_d);
    this[0x89] = (CDirectorScriptedEventManager)0x1;
  }
  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)