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 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.