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 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.