L L4D2node

CTerrorPlayer::OnFinaleEscapeStart

0x009b8d80 · 78 bytes · __thiscall

_ZN13CTerrorPlayer19OnFinaleEscapeStartEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnFinaleEscapeStart() */

void __thiscall CTerrorPlayer::OnFinaleEscapeStart(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  undefined4 local_18;
  char *local_14;
  undefined4 local_10;
  
  cVar1 = (**(code **)(*(int *)this + 300))(this);
  if (cVar1 != '\0') {
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (iVar2 == 2) {
      local_14 = "FinalVehicleSpotted";
      local_10 = 0;
      local_18 = 0;
      ForEachSurvivor<DispatchResponseToSurvivors>((DispatchResponseToSurvivors *)&local_18);
    }
  }
  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)