L L4D2node

CDirectorSurvivalMode::OnSurvivalRoundStarted

0x008bfb40 · 96 bytes · __thiscall

_ZN21CDirectorSurvivalMode22OnSurvivalRoundStartedENS_19SurvivalTriggerTypeEb

Decompiled

undefined (3 params)

/* CDirectorSurvivalMode::OnSurvivalRoundStarted(CDirectorSurvivalMode::SurvivalTriggerType, bool)
    */

void __thiscall
CDirectorSurvivalMode::OnSurvivalRoundStarted
          (CDirectorSurvivalMode *this,undefined4 param_2,char param_3)

{
  CDirectorSurvivalMode CVar1;
  
  if ((param_3 == '\0') || (this[2] != (CDirectorSurvivalMode)0x0)) {
    CVar1 = *this;
  }
  else {
    if (g_pGameRules != (CTerrorGameRules *)0x0) {
      CTerrorGameRules::SetRoundStartTime(g_pGameRules,*(float *)(gpGlobals + 0xc));
    }
    CVar1 = *this;
    this[2] = (CDirectorSurvivalMode)0x1;
  }
  if (CVar1 != (CDirectorSurvivalMode)0x0) {
    return;
  }
  OnSurvivalRoundStarted(this,param_2);
  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)