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 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.