CDirectorSurvivalMode::EndSurvivalRound
0x008beee0 · 124 bytes · __cdecl
_ZN21CDirectorSurvivalMode16EndSurvivalRoundEv
Decompiled
undefined (0 params)
/* CDirectorSurvivalMode::EndSurvivalRound() */
void CDirectorSurvivalMode::EndSurvivalRound(void)
{
char cVar1;
longdouble lVar2;
longdouble lVar3;
*(undefined1 *)(TheDirector + 0x4e4) = 1;
cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
if (cVar1 != '\0') {
lVar2 = (longdouble)CTerrorGameRules::GetRoundDuration(g_pGameRules,2);
lVar3 = (longdouble)CTerrorGameRules::GetTeamBestRoundTime(g_pGameRules);
if ((float)lVar2 < (float)lVar3) {
CDirector::EndScenario(TheDirector,0x10);
return;
}
}
CDirector::EndScenario(TheDirector,0xe);
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.