Music::OnMissionWon
0x008f4f70 · 203 bytes · __thiscall
_ZN5Music12OnMissionWonEv
Decompiled
undefined (1 param)
/* Music::OnMissionWon() */
void __thiscall Music::OnMissionWon(Music *this)
{
char cVar1;
undefined4 uVar2;
uVar2 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
MusicMsg("%s Music::OnMissionWon\n",uVar2);
StopPlaying(this,"all",-1.0,false);
SendCommand(this,"GameOver",(char *)0x0,(char *)0x0,-10);
cVar1 = (**(code **)(*(int *)this + 0x14))(this);
if (cVar1 == '\0') {
Play(this,"Event.ScenarioWin",0,-1.0,false,false);
return;
}
Play(this,"Event.ScenarioWin_L4D1",0,-1.0,false,false);
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.