L L4D2node

CDirectorVersusMode::GetFinaleData

0x008c38c0 · 138 bytes · __thiscall

_ZN19CDirectorVersusMode13GetFinaleDataEv

Decompiled

undefined (1 param)

/* CDirectorVersusMode::GetFinaleData() */

void __thiscall CDirectorVersusMode::GetFinaleData(CDirectorVersusMode *this)

{
  int iVar1;
  
  iVar1 = CGlobalEntityList::FindEntityByClassname
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"trigger_finale");
  if (iVar1 == 0) {
    this[0x44] = (CDirectorVersusMode)0x0;
  }
  else {
    iVar1 = __dynamic_cast(iVar1,&CBaseEntity::typeinfo,&CFinaleTrigger::typeinfo,0);
    this[0x44] = (CDirectorVersusMode)(iVar1 != 0);
    if (iVar1 != 0) {
      *(undefined4 *)(this + 0x40) = *(undefined4 *)(iVar1 + 0x1624);
      *(undefined4 *)(this + 0x3c) = *(undefined4 *)(iVar1 + 0x1628);
      return;
    }
  }
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  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)