L L4D2node

CDirectorVersusMode::UpdateNonVirtual

0x008c53c0 · 71 bytes · __thiscall

_ZN19CDirectorVersusMode16UpdateNonVirtualEv

Decompiled

undefined (1 param)

/* CDirectorVersusMode::UpdateNonVirtual() */

void __thiscall CDirectorVersusMode::UpdateNonVirtual(CDirectorVersusMode *this)

{
  char cVar1;
  longdouble lVar2;
  
  cVar1 = CTerrorGameRules::IsVersusMode();
  if (cVar1 != '\0') {
    UpdateVersusBossSpawning(this);
    lVar2 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0x58) <= (float)lVar2) {
      UpdateMarkersReached(this);
      return;
    }
  }
  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)