L L4D2node

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 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)