L L4D2node

CDirectorVersusMode::RestartVersusLevelOnVote

0x008c3620 · 138 bytes · __thiscall

_ZN19CDirectorVersusMode24RestartVersusLevelOnVoteEv

Decompiled

undefined (1 param)

/* CDirectorVersusMode::RestartVersusLevelOnVote() */

void __thiscall CDirectorVersusMode::RestartVersusLevelOnVote(CDirectorVersusMode *this)

{
  char *pcVar1;
  
  this[0x18] = (CDirectorVersusMode)0x0;
  if (*(char *)((int)g_pGameRules + 0x491) != '\0') {
    CDirector::SwapTeams(TheDirector);
  }
  ClearTransitionedLandmarkName();
  pcVar1 = "";
  if (*(char **)(gpGlobals + 0x3c) != (char *)0x0) {
    pcVar1 = *(char **)(gpGlobals + 0x3c);
  }
  (**(code **)(*(int *)TheDirector + 0x28))(TheDirector,0);
  (**(code **)(*g_pGameRules + 0x9c))(g_pGameRules,pcVar1);
  CDirector::DirectorChangelevel((char *)TheDirector,pcVar1);
  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)