L L4D2node

CDirectorVersusMode::OnMapLoadedNonVirtual

0x008c44a0 · 75 bytes · __thiscall

_ZN19CDirectorVersusMode21OnMapLoadedNonVirtualEv

Decompiled

undefined (1 param)

/* CDirectorVersusMode::OnMapLoadedNonVirtual() */

void __thiscall CDirectorVersusMode::OnMapLoadedNonVirtual(CDirectorVersusMode *this)

{
  char cVar1;
  
  InitVersusBossSpawning(this);
  cVar1 = CDirector::IsFirstMapInScenario();
  if ((cVar1 != '\0') || (cVar1 = CDirector::IsTransitioned(TheDirector), cVar1 == '\0')) {
    this[5] = (CDirectorVersusMode)0x0;
  }
  this[6] = (CDirectorVersusMode)0x0;
  GetFinaleData(this);
  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)