L L4D2node

CDirectorVersusMode::FireGameEventNonVirtual

0x008c4910 · 86 bytes · __thiscall

_ZN19CDirectorVersusMode23FireGameEventNonVirtualEP10IGameEvent

Decompiled

undefined (2 params)

/* CDirectorVersusMode::FireGameEventNonVirtual(IGameEvent*) */

void __thiscall
CDirectorVersusMode::FireGameEventNonVirtual(CDirectorVersusMode *this,IGameEvent *param_1)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 == '\0') {
    return;
  }
  pcVar2 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
  if ((pcVar2 != "map_transition") && (iVar3 = _V_stricmp(pcVar2,"map_transition"), iVar3 != 0)) {
    return;
  }
  EndVersusModeRound(this,true);
  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)