L L4D2node

CDirectorScriptedEventManager::OnPanicEventFinished

0x008b9660 · 121 bytes · __thiscall

_ZN29CDirectorScriptedEventManager20OnPanicEventFinishedEv

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::OnPanicEventFinished() */

void __thiscall
CDirectorScriptedEventManager::OnPanicEventFinished(CDirectorScriptedEventManager *this)

{
  int iVar1;
  
  if (((*(int *)this - 2U < 3) || (**(char **)(TheDirector + 0x648) != '\0')) &&
     (*(int *)(this + 4) == 7)) {
    IncrementCustomFinaleStage(this);
  }
  iVar1 = (**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"panic_event_finished",0,0);
  if (iVar1 != 0) {
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,iVar1,0);
  }
  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)