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 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.