CDirectorScriptedEventManager::SendInRescueVehicle
0x008b6810 · 256 bytes · __thiscall
_ZN29CDirectorScriptedEventManager19SendInRescueVehicleEv
Decompiled
undefined (1 param)
/* CDirectorScriptedEventManager::SendInRescueVehicle() */
void __thiscall
CDirectorScriptedEventManager::SendInRescueVehicle(CDirectorScriptedEventManager *this)
{
int *piVar1;
int iVar2;
undefined4 local_20 [3];
undefined4 local_14;
undefined4 local_10;
piVar1 = (int *)CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_finale");
if ((piVar1 != (int *)0x0) ||
(piVar1 = (int *)CGlobalEntityList::FindEntityByClassname
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"finale_trigger"),
piVar1 != (int *)0x0)) {
local_20[0] = 0;
local_14 = 0xffffffff;
local_10 = 0;
(**(code **)(*piVar1 + 0xb4))(piVar1,"FinaleEscapeStarted",0,0,local_20,0);
iVar2 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"finale_escape_start",0,0);
if (iVar2 != 0) {
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar2,0);
}
}
if (this[0x89] == (CDirectorScriptedEventManager)0x0) {
ForEachTerrorPlayer<FinaleEscapeStart>((FinaleEscapeStart *)local_20);
this[0x89] = (CDirectorScriptedEventManager)0x1;
}
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.