Script_ForceVersusStart
0x00b43b20 · 52 bytes · unknown
_ZL23Script_ForceVersusStartv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Script_ForceVersusStart() */
void Script_ForceVersusStart(void)
{
char cVar1;
cVar1 = CDirectorVersusMode::IsVersusMode();
if (cVar1 == '\0') {
return;
}
CDirectorVersusMode::ForceVersusStart(*(CDirectorVersusMode **)(TheDirector + 0x63c));
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.