L L4D2node

CDirectorScriptedEventManager::InitScriptedEscapeStage

0x008b6920 · 213 bytes · __thiscall

_ZN29CDirectorScriptedEventManager23InitScriptedEscapeStageEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::InitScriptedEscapeStage() */

void __thiscall
CDirectorScriptedEventManager::InitScriptedEscapeStage(CDirectorScriptedEventManager *this)

{
  undefined4 uVar1;
  longdouble lVar2;
  
  this[0x8b] = (CDirectorScriptedEventManager)0x0;
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + 1.0 != *(float *)(this + 0xfc)) {
    (**(code **)(*(int *)(this + 0xf4) + 4))(this + 0xf4,this + 0xfc);
    *(float *)(this + 0xfc) = (float)lVar2 + 1.0;
  }
  if (*(float *)(this + 0xf8) != 1.0) {
    (**(code **)(*(int *)(this + 0xf4) + 4))(this + 0xf4,this + 0xf8);
    *(undefined4 *)(this + 0xf8) = 0x3f800000;
  }
  SendInRescueVehicle(this);
  uVar1 = CDirector::GetScriptValue(TheDirector,"HordeEscapeCommonLimit",-1);
  *(undefined4 *)(TheDirector + 0x1e0) = uVar1;
  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)