L L4D2node

WarpToFinale

0x009005a0 · 72 bytes · unknown

_Z12WarpToFinalev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* WarpToFinale() */

void WarpToFinale(void)

{
  int iVar1;
  int iVar2;
  int local_10 [2];
  
  iVar1 = *(int *)(TheNavMesh + 0x608);
  if (iVar1 != 0) {
    iVar2 = TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
    if (iVar2 == 0) {
      local_10[0] = iVar1;
      ForEachTerrorPlayer<WarpSurvivorsToArea>((WarpSurvivorsToArea *)local_10);
      return;
    }
  }
  DevMsg("No finale radio could be found.\n");
  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)