L L4D2node

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 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)