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 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.