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 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.